wgpu-core-deps-emscripten
Feature unification helper crate for the Emscripten platform
30.0.1
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gfx-rs/wgpu
What this package is like to depend on
Last release today
22 Aug 2026
Ships on a steady schedule
a new release about every 3 months
Nearly every release is documented
notes for 10 of 10 stable releases
Nothing withdrawn
no release was ever pulled
1 years old
10 releases · first in 2025
8 releases in the last 12 months
see the full history below
Release timeline
10 releases · Apr 2025 to Aug 2026Releases
latest 10-
30.0.122 Aug 2026Release notes
Open source →Bug Fixes
Vulkan
- Stop passing an un-waited fence to
vkAcquireNextImageKHRon non-Windows platforms, which triggeredVUID-vkAcquireNextImageKHR-fence-10066validation errors every frame since v30.0.0. By @ErichDonGubler in #9855.
Metal
- Resolve metal color space constants dynamically. By @andyleiserson in #9819.
WebGPU
- Stop passing an un-waited fence to
-
30.0.001 Jul 2026Release notes
Open source →Major changes
Optional vertex buffer slots
This allows gaps in
VertexState'sbuffersand adds support for unbinding vertex buffers, bringing us in compliance with the WebGPU spec. As a result of this,VertexState'sbuffersfield now has type of&[Option<VertexBufferLayout>]. To migrate, wrap vertex buffer layouts inSome:let vertex_state = wgpu::VertexState { module: &vs_module, entry_point: Some("vs_main"), compilation_options: wgpu::PipelineCompilationOptions::default(), buffers: &[ - &vertex_buffer_layout + Some(&vertex_buffer_layout) ], };Integer shader I/O no longer defaults to
@interpolate(flat)To align with the shading language specifications,
nagano longer assumes that integer-typed shader I/O should haveflatinterpolation, i.e., should not be interpolated. Even though flat interpolation is the only choice for integer I/O, it must be still specified explicitly.WGSL:
struct FragmentInput { @location(0) tex_coord: vec2<f32>, - @location(1) index: i32, + @location(1) @interpolate(flat) index: i32, }GLSL:
-layout(location = 1) in int index; +layout(location = 1) flat in int index;
By @andyleiserson in #9321.
Empty buffer slices are now permitted
Creating a
BufferSlicewith a length of 0 no longer causes a panic.Empty buffer slices can be:
- Instantiated
- Mapped (the result is an empty slice of bytes)
Empty buffer slices cannot be:
- Used in buffer bindings
- Passed to
set_index_bufferorset_vertex_buffer
#3170 tracks making it possible to pass a zero-size
BufferSlicetoset_vertex_bufferandset_index_bufferin the future.Zero-size buffer bindings are still not permitted.
BufferBindingandBindingResourcenow implementTryFrom<BufferSlice>instead ofFrom<BufferSlice>. TheTryFromconversion will fail if the slice is zero-size.-let slice = buffer.slice(0..0); // panic! -let mapping = BufferBinding::from(slice); // infallible +let slice = buffer.slice(0..0); // okay +let mapping = BufferBinding::try_from(slice).unwrap(); // panic
Relatedly,
BufferSlice::size()now returnsBufferAddress(u64) instead ofBufferSize(NonZero<u64>), since an empty slice has size 0.By @beholdnec in #8505.
Surface color space selection (HDR output)
Surfaces can now be configured with an explicit color space, enabling HDR and wide-gamut output where the platform supports it.
SurfaceConfigurationhas a newcolor_spacefield, andSurfaceCapabilitiesreports the supported color spaces for every supported format in a newformat_capabilitiesfield.SurfaceColorSpace::is_hdr()classifies a color space (the extended-range and PQ/HLG spaces are HDR) so you can branch after picking one.The new
SurfaceColorSpace::Autodefault reproduces wgpu's historical behavior (extended linear scRGB forRgba16Floatwhere supported, sRGB otherwise; never a wide-gamut or HDR color space). To migrate, add the field:let config = wgpu::SurfaceConfiguration { usage: wgpu::TextureUsages::RENDER_ATTACHMENT, format: surface_format, + color_space: wgpu::SurfaceColorSpace::Auto, .. };Support by backend:
Color space / feature Vulkan DX12 Metal WebGPU GLES Srgb✅ ✅ ✅ ✅ ✅ ExtendedSrgb✅¹ ❌ ✅ ✅ ❌ ExtendedSrgbLinear(scRGB)✅¹ ✅ ✅ ❌ ❌ DisplayP3✅¹ ❌ ✅ ✅ ❌ ExtendedDisplayP3❌ ❌ ✅ ✅ ❌ Bt2100Pq(HDR10)✅¹ ✅ ✅ ❌ ❌ Bt2100Hlg✅¹ ❌ ✅ ❌ ❌ ¹ Vulkan support for extended color spaces depends on the driver/platform.
The current state of HDR on the current monitor can be queried with
Surface::display_hdr_info.For
wgpu-halusers:hal::SurfaceConfigurationgained acolor_spacefield (neverAuto), andhal::SurfaceCapabilities::formatsis nowVec<SurfaceFormatCapabilities>instead ofVec<TextureFormat>.A new standalone example,
examples/standalone/03_hdr_surface, prints a surface's (format, color space) capabilities and renders an HDR luminance test pattern through the most capable color space available.By @stuartparmenter in #9658.
New
naga-typescrateTo better re-use code between internal crates and prepare for future additions, there is a new crate called
naga-typeswhich contains some useful datatypes used by naga and wgpu, without pulling innagaitself.Some types have changed canonical locations, but are re-exported in their previous places, so there should not be any breaking changes caused by this.
By @inner-daemons in #9434.
Added/New Features
General
- Add
StagingBelt::finish_and_recall_on_submit, a convenience that combinesfinishandrecallby deferring the buffer re-map viaCommandEncoder::map_buffer_on_submit, so no explicitrecall()call is needed after submission. By @ruihe774. - Implement
i16/u1616-bit integer support in WGSL shaders, gated behindFeatures::SHADER_I16andenable wgpu_int16;. Supported on Vulkan, Metal, and DX12 (SM 6.2+). By @JMS55 in #9412. - Add BLAS support for procedural AABB geometry (
BlasGeometrySizeDescriptors::AABBs,BlasAabbGeometry, and related descriptors). By @dylanblokhuis in #9290 - Added "limit bucketing" functionality which can adjust adapter limits and features to match one of several pre-defined buckets. This is controlled by the new
apply_limit_bucketsmember inRequestAdapterOptions, which isfalseby default. By @andyleiserson in #9119. - Make
wgpu_types::texture::format::TextureChannelaccessible aswgpu::TextureChannel. By @TornaxO7 in #9349. - Add support for
per_vertexin Metal and DX12, as well as some validation forper_vertex, and a new enable extension,wgpu_per_vertex. By @inner-daemons in #9219. - Add
ComputePassversion ofCommandEncoder::transition_resourcesthat allows intra-pass transitions. By @wingertge in #9371. Device::create_texture_from_halnow takes an explicitinitial_state: wgt::TextureUsesparameter declaring the state the wrapped foreign resource is already in. Previously the tracker hard-codedTextureUses::UNINITIALIZEDfor the wrapped texture, which is a content-discarding transition under the Vulkan spec. This affected zero-copy hardware-decoded video imports on the platforms where compressed modifiers are used. To migrate, passwgpu::TextureUses::UNINITIALIZEDto preserve the previous behaviour:By @AdrianEddy in #9496.let texture = unsafe { - device.create_texture_from_hal::<Vulkan>(hal_texture, &desc) + device.create_texture_from_hal::<Vulkan>(hal_texture, &desc, wgpu::TextureUses::UNINITIALIZED) };- Add
as_customto many new API types and exposeTlas::lowest_unmodified(letting custom backends perform partial TLAS updates), increasing the capabilities of custom backends. Also fixed render bundles on custom backends. By @inner-daemons in #9605. - Extend
copy_texture_to_textureto allow copying a single plane of a multi-planar source (NV12, P010) into a single-plane destination of the matching format (e.g. NV12Plane0→R8Unorm, NV12Plane1→Rg8Unorm).copy_sizeis interpreted in plane texels, not luma texels. By @AdrianEddy in #9551. - Added
InstanceFlags::STRICT_WEBGPU_COMPLIANCEflag, which restricts the available feature set to the one defined by the WebGPU specification. By @teoxoy in #9586. - Implemented
QuerySet::destroyby @sagudev in #9671 - Add
QuerySet::tyandQuerySet::countgetters. By @sagudev in #9672. - Implemented query set initialization tracking, ensuring unwritten query slots resolve to 0; avoiding UB. By @teoxoy in #9664.
- Add
Surface::display_hdr_info, a read-only snapshot of the backing display's HDR characteristics (luminance in nits, EDR headroom, primaries, bit depth, and a coarse dynamic-range/gamut bucket) for tone-mapping.DisplayHdrInfo::tone_map_headroom()folds it into the one multiplier most tone-mappers want; whether to request an HDR surface at all is a separate, capability question answered bySurfaceCapabilities, not by this live value. Populated on DX12 and Vulkan on Windows, Metal on macOS, and the web. By @stuartparmenter. - Added
Limits::max_buffers_and_acceleration_structures_per_shader_stage, a combined limit for all buffer types (storage, uniform, vertex buffers, and acceleration structures) that share Metal's buffer argument table. On Metal withoutInstanceFlags::STRICT_WEBGPU_COMPLIANCEset, the new limit and the individual per-type limits (max_storage_buffers_per_shader_stage,max_uniform_buffers_per_shader_stage,max_vertex_buffers,max_acceleration_structures_per_shader_stage) are set to 29. By @teoxoy in #9709.
naga
- Add
spirv-outray tracing pipelines. By @Vecvec in #9085. - Add
naga::front::wgsl::ParseError::notes(). By @kwillemsen in #9572. - Add MSL support for cooperative matrix multiply-add with lower-precision A/B operands and a higher-precision accumulator/result, such as
coopMultiplyAdd(f16, f16, f32) -> f32. By @seddonm1 in #9629.
DX12
- Added support for mesh shaders in naga's HLSL writer, completing DX12 support for mesh shaders. By @inner-daemons in #8752.
- Added
dx12::Queue::add_wait_fence/add_signal_fence(and matchingremove_*companions). They stageID3D12CommandQueue::Wait/Signalcalls on the nextQueue::submit. The wait calls are issued before the submit'sExecuteCommandLists, the signal calls after wgpu's ownSignal(signal_fence, signal_value). Cross-API interop crates use this to GPU-side gate / publish wgpu submits against foreign-API fences. By @AdrianEddy in #9463. - Added
dx12::Texture::with_plane_sliceso cross-API importers can wrap one plane of a multi-plane DXGI resource (e.g.DXGI_FORMAT_NV12) as a single-plane wgpu texture. By @AdrianEddy in #9551.
Vulkan
- Add
vulkan::Queue::add_wait_semaphoreandvulkan::Queue::remove_wait_semaphore. Lets external producers (CUDA / OpenCL / D3D12 imported viaVK_KHR_external_semaphore_*) be waited on at the nextQueue::submitcall without a CPU block. By @AdrianEddy in #9461. - Add
vulkan::Device::texture_from_dmabuf_fd()for importing DMA-buf textures on Linux, withVULKAN_EXTERNAL_MEMORY_FDandVULKAN_EXTERNAL_MEMORY_DMA_BUFfeature flags. By @todo in #9412. - Add support for
RawWindowHandle::Drmon Unix, conditional on thedrmfeature.- DRM support by @rectalogic in #9182.
- Conditional compilation by @jimblandy in #9390
- Add
wgpu_hal::vulkan::Buffer::raw_handle()for retrieving the underlyingvk::Bufferresource. By @WillowGriffiths in #9459.
Metal
- Add
metal::Queue::add_wait_event/add_signal_event(withremove_*companions) to stageMTLSharedEventwaits/signals on the nextQueue::submit, for GPU-side interop with foreign APIs. Waits run on an internal CB committed before user CBs. By @AdrianEddy in #9483. - Unconditionally enable
Features::CLIP_DISTANCES. By @ErichDonGubler in #9270. - Added full support for mesh shaders, including in WGSL shaders. By @inner-daemons in #8739.
- Added support for bindless storage buffers (buffer binding arrays) on Metal. By @mate-h in #9081.
- Added
DropCallbacks to Metal textures. By @jerzywilczek in #9634.
GLES
- Added support for GLSL passthrough. By @inner-daemons in #9064.
- Implement
Adapter::new_external()for WebGL2 (just like EGL/WGL) to import an external WebGL2 rendering context, and expose the imported context back throughAdapter::adapter_context()/Device::context(). By @pepperoni505 in #9438. - Add
gles::Device::buffer_from_rawfor wrapping an externally-owned GL buffer as awgpu_hal::gles::Buffer. By @AdrianEddy in #9550. - Advertise
Features::TEXTURE_FORMAT_16BIT_NORMon OpenGL, including storage-texture usage where the driver supports it. By @AdrianEddy in #9601.
Changes
General
SurfaceTexture::present()has been replaced byQueue::present(surface_texture). By @inner-daemons and @atlv24 in #9361.Features::CLIP_DISTANCE,naga::Capabilities::CLIP_DISTANCE, andnaga::BuiltIn::ClipDistancehave been renamed toCLIP_DISTANCESandClipDistances(viz., pluralized) as appropriate, to match the WebGPU spec. By @ErichDonGubler in #9267.- Added more granular limits for mesh shaders. By @inner-daemons in #8739.
- Added new
InvalidWorkgroupSizeError, which is now used byDrawError::InvalidGroupSizeandStageError::InvalidWorkgroupSize. By @andyleiserson in #9357. - Zero-size
Queue::write_buffernow returns an error if the offset is invalid or the buffer lacksCOPY_DST. By @39ali in #9374. Buffer::get_mapped_rangeand variants now returnResult<_, MapRangeError>>instead of panicking, in line with WebGPU spec. By @atlv24 in #9281.- Passthrough shaders now require a list of entry points when being created. by @inner-daemons in #9064.
- BREAKING: The
dispatchanddispatch_indirectmethods on pass and bundle encoders have been renamed todispatch_workgroupsanddispatch_workgroups_indirect, respectively, to match the WebGPU spec. By @ErichDonGubler in #9362. LoadOp::DontCarecan no longer be deserialized, and theLoadOpDontCaretoken no longer implementsDefault. This ensures thatDontCarecan only be used withunsafe, as intended. By @kpreid in #9428.- Minor changes to various error enums to support improved validation. By @andyleiserson in #9357, #9363, and #9425:
- Added new
InvalidWorkgroupSizeError, which is now used byDrawError::InvalidGroupSizeandStageError::InvalidWorkgroupSize. - Added
BuildAccelerationStructureErrorvariantOffsetLimitedTo4GBand changedIndirectBufferOverrunto contain offset and size rather than start and end offsets. IndexFormat::byte_sizenow returnsu32instead ofusize.
- Added new
- BREAKING:
map_labelhelpers have changed slightly. By @beicause and @andyleiserson in #9480, #9481, and #9526.TextureDescriptor::map_label_and_view_formatsandSurfaceConfiguration::map_view_formatsnow takeFnOnce(&V)instead ofFnOnce(V).- All
map_labelhelpers exceptCreateShaderModuleDescriptorPassthroughnow have the signaturemap_label<'a, K>(&'a self, fun: impl FnOnce(&'a L) -> K)(previously the lifetimes were implicit and thus could differ).
- Relaxed locking within
wgpu-coreto enable queue submission processing on one thread to proceed while another thread is blocked in a device poll. To facilitate this,wgpu-halfences are now internally synchronized. By @Vecvec in #9475. AdapterInfo::transient_saves_memorynow isOption<bool>instead ofbool. It isNoneon web andSomeon native platforms. By @beicause in #9568.- BREAKING:
TextureUsages::TRANSIENTis renamed toTextureUsages::TRANSIENT_ATTACHMENTand brought in line with WebGPU spec. Transient textures may now only be used withLoadOp::ClearorLoadOp::DontCare(if it is available) andStoreOp::Discard. By @beicause in #9568. - Added missing
Debugimplementations across the public API (includingTextureBlitterand its builder,SurfaceTarget,ErrorScopeGuard, andQueueWriteBufferView) and enabled themissing_debug_implementationslint. By @euclio in #9730 and @kpreid in #9744.
naga
- Switched from using an
intersectorto using anintersection_queryon metal so AABBs and non-opaque triangles can be handled. By @Vecvec in #9304. - Guard against invalid calls to ray query functions on Metal. By @Vecvec in #9442.
Validation
- Add clip distances validation for
maxInterStageShaderVariables. By @ErichDonGubler in #8762. This may break some existing programs, but it compiles with the WebGPU spec. - Bring immediates in line with webgpu spec. By @atlv24 in #9280.
- Validate
LoadOpandStoreOpareNonefor attachments without corresponding depth or stencil aspect. By @beicause in #9567.
DX12
Bug Fixes
General
- Fix
SYNC-HAZARD-WRITE-AFTER-PRESENTon Vulkan when a surface texture is presented without being rendered to. By @inner-daemons and @atlv24 in #9361. - Fix incorrect checks for dynamic binding bounds when calling an encoder's
set_bind_groupin passes and bundles. By @ErichDonGubler in #9308. - Writes from
Queue::write_bufferare now flushed by calls toBuffer::map_asyncfor that same buffer, to prevent reading stale data.on_submitted_work_donealso now flushes pending writes. By @andyleiserson in #9307. - Fix missing dependency feature activations when building wgpu-hal with gles/dx12 in isolation. By @Wumpf in #9325
- Increase recursion limits to please
-Znext-solver. By @nazar-pc in #9609 - Stencil clear and reference values are now truncated to 8 bits. By @beicause in #9607.
- Fixed missing initialization of other aspects when writing to a single aspect of a multi-aspect texture. By @andyleiserson in #9626.
- Fix process abort when a
SurfaceTextureis dropped during panic unwind betweenget_current_textureandQueue::present. The acquired texture reference is now released without calling HAL discard. By @hack3rmann in #9678. - Fixed incorrect initialization tracking for 3D textures. By @andyleiserson in #9765.
naga
- Fixed atomic load and store operations being incorrectly generated as non-atomic memory accesses in GLSL and HLSL. By @CldStlkr in #9242.
- Fixed overflow detection and argument domain validation for
acosh,length,normalize, andpowin constant evaluation. By @ecoricemon in #9249. - Naga no longer allows derivative operations on
f16. WGSL does not currently allow this, although it may be added in the future. By @andyleiserson in #9154. - Disallow direct access to atomic variables in WGSL front-end (e.g.
let x = myAtomic;). By @ecoricemon in #9262. - Fixed handling of unterminated block comments. By @BKDaugherty in #9356.
- Enforce that
@must_useappear only on function declarations. By @dnsn021 in #9367. - Fix typo in
naga::back::msl::Error::UnsupportedWritable*variant names. By @ErichDonGubler in #9376. - Added support for
enable wgpu_binding_array;. By @39ali in #9298. - Ability to disable integer division safety checks on Vulkan and Metal. By @kvark in #9443.
- [hlsl] more
matCx2fixes. By @teoxoy in #9507. - Fix
packSnorm2x16andpackUnorm2x16swap in the GLSL frontend. By @treylutton in #9675. - Fixed WGSL loop-local
vardeclarations without explicit initializers so they are zero-initialized each iteration. By @ruihe774 in #9592. - Fixed logic errors in the ray query spirv writer. By @Vecvec in #9731.
DX12
- Fixed use of a texture view without
TextureUsage::TEXTURE_BINDINGas a read-only depth attachment. By @andyleiserson in #9346. - Fixed a
debug_assertduring stride validation for indirect multi draw. By @kristoff3r in #9332 - Fixed stencil values read with
textureLoadappearing in G instead of R. By @andyleiserson in #9520. - Fixed some cases where the
textureNum{Layers,Levels,Samples}functions returned incorrect results. By @andyleiserson in #9542. - Fixed
map_texture_format_for_copypanicking on(planar_format, single_plane_aspect)during buffer<->texture transfers, andTextureView::subresource_indexpreviously being hard-coded to plane 0. By @AdrianEddy in #9551. - Fixed partially-bound texture and storage-texture binding arrays (
PARTIALLY_BOUND_BINDING_ARRAY) reading garbage increate_bind_group. By @holg in #9653.
Vulkan
- Fixed
SHADER_I16not enablingstorage_buffer16_bit_accessorstorage_input_output16, causing Vulkan validation errors when using 16-bit integers in buffers. By @JMS55 in #9412. - Fixed validation errors when frames take longer than the specified swapchain acquire timeout. By @atlv24 in #9405.
- Fixed limits on Mesa's Honeykrisp / Asahi Linux. By @im-0 in #9393.
- Fixed vkAcquireNextImage fence being awaited on non-Windows platforms causing frametime spikes on nvidia drivers. By @cohaereo in #9486.
- Fixed alignment and
MatrixStridefor mat2x2 in SPIR-V uniform blocks. By @39ali #9369. - Fixed loading of
libvulkan.soon OpenHarmony (target_env = "ohos"). By @jschwe in #9649. - Fixed
VUID-RuntimeSpirv-vulkanMemoryModel-06265validation errors by enablingvulkanMemoryModelDeviceScopewhenever the Vulkan memory model is enabled, since the SPIR-V backend emits storage atomics withDevicescope. By @francisdb in #9741. - Fixed some cases where out-of-memory errors were reported incorrectly. By @andyleiserson in #9643 and #9747.
- Fixed signed integer
%(and%=) returning the wrong result for negative operands in the SPIR-V backend, e.g.-1 % 768yielding255instead of-1on NVIDIA.OpSRemis poison for negative operands in the Vulkan SPIR-V environment withoutVK_KHR_maintenance8, even though WGSL defines%for these operands, so signed remainder is now always lowered asa - b * (a / b). By @mstampfli in #9674.
Metal
- Detect BC texture support on newer iOS, tvOS, and visionOS devices. By @bmisiak in #9656.
- Fix crash on fence creation when running in a MacOS Seatbelt sandbox. By @Wumpf in #9415
- Improved command buffer completion handling. By @39ali in #9328.
- Wait using a condition variable, instead of polling.
- Fixed a hang in
Device::poll(PollType::wait_indefinitely())when a Metal command buffer exits with an error.
- Fixed structure field names incorrectly ignoring reserved keywords in the Metal (MSL) backend. By @39ali #9379.
- Restore the
Queue::as_rawmethod, which was removed without good reason in v29. It now returns&ProtocolObject<dyn MTLCommandQueue>. By @andyleiserson in #9560.
WebGPU
- Expose the underlying JS handles of WebGPU-backed resources via new
as_webgpuaccessors onTexture,TextureView,Buffer,Queue, andDevice, returningOption<&wgpu::webgpu::Gpu*>. This is the WebGPU counterpart ofas_hal(which returnsNoneon the WebGPU backend, since WebGPU is not awgpu_halAPI). The vendored handle types are re-exported under the newwgpu::webgpumodule. By @AdrianEddy in #9530 - Add
Device::create_texture_from_webgpu_handle(texture, desc, drop_callback)for wrapping a foreignwebgpu::GpuTexture(e.g. a canvasgetCurrentTexture()result) as awgpu::Texturewithout copy. Use thedrop_callbackto decide if you want to callGpuTexture.destroy()when wgpu is done with the texture. By @AdrianEddy in #9530
Dependency Updates
WebGPU
- Upgrade vendored
wasm-bindgenWebGPU bindings to 0.2.115 and adapt thewebgpubackend to the new API.ExternalImageSource::VideoFrameno longer requires--cfg=web_sys_unstable_apis, asweb_sys::VideoFrameis now stable. The GLES backend still requires the cfg to uploadVideoFrames, sinceglowstill needs to adapt. By @evilpie in #9090.
Testing/Internal
- We now use
tombias our TOML formatter instead oftaplo, which has been unmaintained for some time. If you currently usetaploas part of your workflow, we recommend you migrate, or change your editor settings while working with wgpu.
Release notes
Open source →Major changes
Optional vertex buffer slots
This allows gaps in
VertexState'sbuffersand adds support for unbinding vertex buffers, bringing us in compliance with the WebGPU spec. As a result of this,VertexState'sbuffersfield now has type of&[Option<VertexBufferLayout>]. To migrate, wrap vertex buffer layouts inSome:let vertex_state = wgpu::VertexState { module: &vs_module, entry_point: Some("vs_main"), compilation_options: wgpu::PipelineCompilationOptions::default(), buffers: &[ - &vertex_buffer_layout + Some(&vertex_buffer_layout) ], };By @teoxoy in #9351.
Integer shader I/O no longer defaults to
@interpolate(flat)To align with the shading language specifications,
nagano longer assumes that integer-typed shader I/O should haveflatinterpolation, i.e., should not be interpolated. Even though flat interpolation is the only choice for integer I/O, it must be still specified explicitly.WGSL:
struct FragmentInput { @location(0) tex_coord: vec2<f32>, - @location(1) index: i32, + @location(1) @interpolate(flat) index: i32, }GLSL:
-layout(location = 1) in int index; +layout(location = 1) flat in int index;By @andyleiserson in #9321.
Empty buffer slices are now permitted
Creating a
BufferSlicewith a length of 0 no longer causes a panic.Empty buffer slices can be:
- Instantiated
- Mapped (the result is an empty slice of bytes)
Empty buffer slices cannot be:
- Used in buffer bindings
- Passed to
set_index_bufferorset_vertex_buffer
#3170 tracks making it possible to pass a zero-size
BufferSlicetoset_vertex_bufferandset_index_bufferin the future.Zero-size buffer bindings are still not permitted.
BufferBindingandBindingResourcenow implementTryFrom<BufferSlice>instead ofFrom<BufferSlice>. TheTryFromconversion will fail if the slice is zero-size.-let slice = buffer.slice(0..0); // panic! -let mapping = BufferBinding::from(slice); // infallible +let slice = buffer.slice(0..0); // okay +let mapping = BufferBinding::try_from(slice).unwrap(); // panicRelatedly,
BufferSlice::size()now returnsBufferAddress(u64) instead ofBufferSize(NonZero<u64>), since an empty slice has size 0.By @beholdnec in #8505.
Surface color space selection (HDR output)
Surfaces can now be configured with an explicit color space, enabling HDR and wide-gamut output where the platform supports it.
SurfaceConfigurationhas a newcolor_spacefield, andSurfaceCapabilitiesreports the supported color spaces for every supported format in a newformat_capabilitiesfield.SurfaceColorSpace::is_hdr()classifies a color space (the extended-range and PQ/HLG spaces are HDR) so you can branch after picking one.The new
SurfaceColorSpace::Autodefault reproduces wgpu's historical behavior (extended linear scRGB forRgba16Floatwhere supported, sRGB otherwise; never a wide-gamut or HDR color space). To migrate, add the field:let config = wgpu::SurfaceConfiguration { usage: wgpu::TextureUsages::RENDER_ATTACHMENT, format: surface_format, + color_space: wgpu::SurfaceColorSpace::Auto, .. };Support by backend:
Color space / feature Vulkan DX12 Metal WebGPU GLES Srgb✅ ✅ ✅ ✅ ✅ ExtendedSrgb✅¹ ❌ ✅ ✅ ❌ ExtendedSrgbLinear(scRGB)✅¹ ✅ ✅ ❌ ❌ DisplayP3✅¹ ❌ ✅ ✅ ❌ ExtendedDisplayP3❌ ❌ ✅ ✅ ❌ Bt2100Pq(HDR10)✅¹ ✅ ✅ ❌ ❌ Bt2100Hlg✅¹ ❌ ✅ ❌ ❌ ¹ Vulkan support for extended color spaces depends on the driver/platform.
The current state of HDR on the current monitor can be queried with
Surface::display_hdr_info.For
wgpu-halusers:hal::SurfaceConfigurationgained acolor_spacefield (neverAuto), andhal::SurfaceCapabilities::formatsis nowVec<SurfaceFormatCapabilities>instead ofVec<TextureFormat>.A new standalone example,
examples/standalone/03_hdr_surface, prints a surface's (format, color space) capabilities and renders an HDR luminance test pattern through the most capable color space available.By @stuartparmenter in #9658.
New
naga-typescrateTo better re-use code between internal crates and prepare for future additions, there is a new crate called
naga-typeswhich contains some useful datatypes used by naga and wgpu, without pulling innagaitself.Some types have changed canonical locations, but are re-exported in their previous places, so there should not be any breaking changes caused by this.
By @inner-daemons in #9434.
Added/New Features
General
- Add
StagingBelt::finish_and_recall_on_submit, a convenience that combinesfinishandrecallby deferring the buffer re-map viaCommandEncoder::map_buffer_on_submit, so no explicitrecall()call is needed after submission. By @ruihe774. - Implement
i16/u1616-bit integer support in WGSL shaders, gated behindFeatures::SHADER_I16andenable wgpu_int16;. Supported on Vulkan, Metal, and DX12 (SM 6.2+). By @JMS55 in #9412. - Add BLAS support for procedural AABB geometry (
BlasGeometrySizeDescriptors::AABBs,BlasAabbGeometry, and related descriptors). By @dylanblokhuis in #9290 - Added "limit bucketing" functionality which can adjust adapter limits and features to match one of several pre-defined buckets. This is controlled by the new
apply_limit_bucketsmember inRequestAdapterOptions, which isfalseby default. By @andyleiserson in #9119. - Make
wgpu_types::texture::format::TextureChannelaccessible aswgpu::TextureChannel. By @TornaxO7 in #9349. - Add support for
per_vertexin Metal and DX12, as well as some validation forper_vertex, and a new enable extension,wgpu_per_vertex. By @inner-daemons in #9219. - Add
ComputePassversion ofCommandEncoder::transition_resourcesthat allows intra-pass transitions. By @wingertge in #9371. Device::create_texture_from_halnow takes an explicitinitial_state: wgt::TextureUsesparameter declaring the state the wrapped foreign resource is already in. Previously the tracker hard-codedTextureUses::UNINITIALIZEDfor the wrapped texture, which is a content-discarding transition under the Vulkan spec. This affected zero-copy hardware-decoded video imports on the platforms where compressed modifiers are used. To migrate, passwgpu::TextureUses::UNINITIALIZEDto preserve the previous behaviour:
By @AdrianEddy in #9496.let texture = unsafe { - device.create_texture_from_hal::<Vulkan>(hal_texture, &desc) + device.create_texture_from_hal::<Vulkan>(hal_texture, &desc, wgpu::TextureUses::UNINITIALIZED) };- Add
as_customto many new API types and exposeTlas::lowest_unmodified(letting custom backends perform partial TLAS updates), increasing the capabilities of custom backends. Also fixed render bundles on custom backends. By @inner-daemons in #9605. - Extend
copy_texture_to_textureto allow copying a single plane of a multi-planar source (NV12, P010) into a single-plane destination of the matching format (e.g. NV12Plane0→R8Unorm, NV12Plane1→Rg8Unorm).copy_sizeis interpreted in plane texels, not luma texels. By @AdrianEddy in #9551. - Added
InstanceFlags::STRICT_WEBGPU_COMPLIANCEflag, which restricts the available feature set to the one defined by the WebGPU specification. By @teoxoy in #9586. - Implemented
QuerySet::destroyby @sagudev in #9671 - Add
QuerySet::tyandQuerySet::countgetters. By @sagudev in #9672. - Implemented query set initialization tracking, ensuring unwritten query slots resolve to 0; avoiding UB. By @teoxoy in #9664.
- Add
Surface::display_hdr_info, a read-only snapshot of the backing display's HDR characteristics (luminance in nits, EDR headroom, primaries, bit depth, and a coarse dynamic-range/gamut bucket) for tone-mapping.DisplayHdrInfo::tone_map_headroom()folds it into the one multiplier most tone-mappers want; whether to request an HDR surface at all is a separate, capability question answered bySurfaceCapabilities, not by this live value. Populated on DX12 and Vulkan on Windows, Metal on macOS, and the web. By @stuartparmenter. - Added
Limits::max_buffers_and_acceleration_structures_per_shader_stage, a combined limit for all buffer types (storage, uniform, vertex buffers, and acceleration structures) that share Metal's buffer argument table. On Metal withoutInstanceFlags::STRICT_WEBGPU_COMPLIANCEset, the new limit and the individual per-type limits (max_storage_buffers_per_shader_stage,max_uniform_buffers_per_shader_stage,max_vertex_buffers,max_acceleration_structures_per_shader_stage) are set to 29. By @teoxoy in #9709.
naga
- Add
spirv-outray tracing pipelines. By @Vecvec in #9085. - Add
naga::front::wgsl::ParseError::notes(). By @kwillemsen in #9572. - Add MSL support for cooperative matrix multiply-add with lower-precision A/B operands and a higher-precision accumulator/result, such as
coopMultiplyAdd(f16, f16, f32) -> f32. By @seddonm1 in #9629.
DX12
- Added support for mesh shaders in naga's HLSL writer, completing DX12 support for mesh shaders. By @inner-daemons in #8752.
- Added
dx12::Queue::add_wait_fence/add_signal_fence(and matchingremove_*companions). They stageID3D12CommandQueue::Wait/Signalcalls on the nextQueue::submit. The wait calls are issued before the submit'sExecuteCommandLists, the signal calls after wgpu's ownSignal(signal_fence, signal_value). Cross-API interop crates use this to GPU-side gate / publish wgpu submits against foreign-API fences. By @AdrianEddy in #9463. - Added
dx12::Texture::with_plane_sliceso cross-API importers can wrap one plane of a multi-plane DXGI resource (e.g.DXGI_FORMAT_NV12) as a single-plane wgpu texture. By @AdrianEddy in #9551.
Vulkan
- Add
vulkan::Queue::add_wait_semaphoreandvulkan::Queue::remove_wait_semaphore. Lets external producers (CUDA / OpenCL / D3D12 imported viaVK_KHR_external_semaphore_*) be waited on at the nextQueue::submitcall without a CPU block. By @AdrianEddy in #9461. - Add
vulkan::Device::texture_from_dmabuf_fd()for importing DMA-buf textures on Linux, withVULKAN_EXTERNAL_MEMORY_FDandVULKAN_EXTERNAL_MEMORY_DMA_BUFfeature flags. By @TODO in #9412. - Add support for
RawWindowHandle::Drmon Unix, conditional on thedrmfeature. - Add
wgpu_hal::vulkan::Buffer::raw_handle()for retrieving the underlyingvk::Bufferresource. By @WillowGriffiths in #9459.
Metal
- Add
metal::Queue::add_wait_event/add_signal_event(withremove_*companions) to stageMTLSharedEventwaits/signals on the nextQueue::submit, for GPU-side interop with foreign APIs. Waits run on an internal CB committed before user CBs. By @AdrianEddy in #9483. - Unconditionally enable
Features::CLIP_DISTANCES. By @ErichDonGubler in #9270. - Added full support for mesh shaders, including in WGSL shaders. By @inner-daemons in #8739.
- Added support for bindless storage buffers (buffer binding arrays) on Metal. By @mate-h in #9081.
- Added
DropCallbacks to Metal textures. By @jerzywilczek in #9634.
GLES
- Added support for GLSL passthrough. By @inner-daemons in #9064.
- Implement
Adapter::new_external()for WebGL2 (just like EGL/WGL) to import an external WebGL2 rendering context, and expose the imported context back throughAdapter::adapter_context()/Device::context(). By @pepperoni505 in #9438. - Add
gles::Device::buffer_from_rawfor wrapping an externally-owned GL buffer as awgpu_hal::gles::Buffer. By @AdrianEddy in #9550. - Advertise
Features::TEXTURE_FORMAT_16BIT_NORMon OpenGL, including storage-texture usage where the driver supports it. By @AdrianEddy in #9601.
Changes
General
SurfaceTexture::present()has been replaced byQueue::present(surface_texture). By @inner-daemons and @atlv24 in #9361.Features::CLIP_DISTANCE,naga::Capabilities::CLIP_DISTANCE, andnaga::BuiltIn::ClipDistancehave been renamed toCLIP_DISTANCESandClipDistances(viz., pluralized) as appropriate, to match the WebGPU spec. By @ErichDonGubler in #9267.- Added more granular limits for mesh shaders. By @inner-daemons in #8739.
- Added new
InvalidWorkgroupSizeError, which is now used byDrawError::InvalidGroupSizeandStageError::InvalidWorkgroupSize. By @andyleiserson in #9357. - Zero-size
Queue::write_buffernow returns an error if the offset is invalid or the buffer lacksCOPY_DST. By @39ali in #9374. Buffer::get_mapped_rangeand variants now returnResult<_, MapRangeError>>instead of panicking, in line with WebGPU spec. By @atlv24 in #9281.- Passthrough shaders now require a list of entry points when being created. by @inner-daemons in #9064.
- BREAKING: The
dispatchanddispatch_indirectmethods on pass and bundle encoders have been renamed todispatch_workgroupsanddispatch_workgroups_indirect, respectively, to match the WebGPU spec. By @ErichDonGubler in #9362. LoadOp::DontCarecan no longer be deserialized, and theLoadOpDontCaretoken no longer implementsDefault. This ensures thatDontCarecan only be used withunsafe, as intended. By @kpreid in #9428.- Minor changes to various error enums to support improved validation. By @andyleiserson in #9357, #9363, and #9425:
- Added new
InvalidWorkgroupSizeError, which is now used byDrawError::InvalidGroupSizeandStageError::InvalidWorkgroupSize. - Added
BuildAccelerationStructureErrorvariantOffsetLimitedTo4GBand changedIndirectBufferOverrunto contain offset and size rather than start and end offsets. IndexFormat::byte_sizenow returnsu32instead ofusize.
- Added new
- BREAKING:
map_labelhelpers have changed slightly. By @beicause and @andyleiserson in #9480, #9481, and #9526.TextureDescriptor::map_label_and_view_formatsandSurfaceConfiguration::map_view_formatsnow takeFnOnce(&V)instead ofFnOnce(V).- All
map_labelhelpers exceptCreateShaderModuleDescriptorPassthroughnow have the signaturemap_label<'a, K>(&'a self, fun: impl FnOnce(&'a L) -> K)(previously the lifetimes were implicit and thus could differ).
- Relaxed locking within
wgpu-coreto enable queue submission processing on one thread to proceed while another thread is blocked in a device poll. To facilitate this,wgpu-halfences are now internally synchronized. By @Vecvec in #9475. AdapterInfo::transient_saves_memorynow isOption<bool>instead ofbool. It isNoneon web andSomeon native platforms. By @beicause in #9568.- BREAKING:
TextureUsages::TRANSIENTis renamed toTextureUsages::TRANSIENT_ATTACHMENTand brought in line with WebGPU spec. Transient textures may now only be used withLoadOp::ClearorLoadOp::DontCare(if it is available) andStoreOp::Discard. By @beicause in #9568. - Added missing
Debugimplementations across the public API (includingTextureBlitterand its builder,SurfaceTarget,ErrorScopeGuard, andQueueWriteBufferView) and enabled themissing_debug_implementationslint. By @euclio in #9730 and @kpreid in #9744.
naga
- Switched from using an
intersectorto using anintersection_queryon metal so AABBs and non-opaque triangles can be handled. By @Vecvec in #9304. - Guard against invalid calls to ray query functions on Metal. By @Vecvec in #9442.
Validation
- Add clip distances validation for
maxInterStageShaderVariables. By @ErichDonGubler in #8762. This may break some existing programs, but it compiles with the WebGPU spec. - Bring immediates in line with webgpu spec. By @atlv24 in #9280.
- Validate
LoadOpandStoreOpareNonefor attachments without corresponding depth or stencil aspect. By @beicause in #9567.
DX12
- Prefix
FeatureLevelandShaderModelenum variants withVinstead of_. By @teoxoy in #9337.
Bug Fixes
General
- Fix
SYNC-HAZARD-WRITE-AFTER-PRESENTon Vulkan when a surface texture is presented without being rendered to. By @inner-daemons and @atlv24 in #9361. - Fix incorrect checks for dynamic binding bounds when calling an encoder's
set_bind_groupin passes and bundles. By @ErichDonGubler in #9308. - Writes from
Queue::write_bufferare now flushed by calls toBuffer::map_asyncfor that same buffer, to prevent reading stale data.on_submitted_work_donealso now flushes pending writes. By @andyleiserson in #9307. - Fix missing dependency feature activations when building wgpu-hal with gles/dx12 in isolation. By @wumpf in #9325
- Increase recursion limits to please
-Znext-solver. By @nazar-pc in #9609 - Stencil clear and reference values are now truncated to 8 bits. By @beicause in #9607.
- Fixed missing initialization of other aspects when writing to a single aspect of a multi-aspect texture. By @andyleiserson in #9626.
- Fix process abort when a
SurfaceTextureis dropped during panic unwind betweenget_current_textureandQueue::present. The acquired texture reference is now released without calling HAL discard. By @hack3rmann in #9678. - Fixed incorrect initialization tracking for 3D textures. By @andyleiserson in #9765.
naga
- Fixed atomic load and store operations being incorrectly generated as non-atomic memory accesses in GLSL and HLSL. By @CldStlkr in #9242.
- Fixed overflow detection and argument domain validation for
acosh,length,normalize, andpowin constant evaluation. By @ecoricemon in #9249. - Naga no longer allows derivative operations on
f16. WGSL does not currently allow this, although it may be added in the future. By @andyleiserson in #9154. - Disallow direct access to atomic variables in WGSL front-end (e.g.
let x = myAtomic;). By @ecoricemon in #9262. - Fixed handling of unterminated block comments. By @BKDaugherty in #9356.
- Enforce that
@must_useappear only on function declarations. By @dnsn021 in #9367. - Fix typo in
naga::back::msl::Error::UnsupportedWritable*variant names. By @ErichDonGubler in #9376. - Added support for
enable wgpu_binding_array;. By @39ali in #9298. - Ability to disable integer division safety checks on Vulkan and Metal. By @kvark in #9443.
- [hlsl] more
matCx2fixes. By @teoxoy in #9507. - Fix
packSnorm2x16andpackUnorm2x16swap in the GLSL frontend. By @treylutton in #9675. - Fixed WGSL loop-local
vardeclarations without explicit initializers so they are zero-initialized each iteration. By @ruihe774 in #9592. - Fixed logic errors in the ray query spirv writer. By @Vecvec in #9731.
DX12
- Fixed use of a texture view without
TextureUsage::TEXTURE_BINDINGas a read-only depth attachment. By @andyleiserson in #9346. - Fixed a
debug_assertduring stride validation for indirect multi draw. By @kristoff3r in #9332 - Fixed stencil values read with
textureLoadappearing in G instead of R. By @andyleiserson in #9520. - Fixed some cases where the
textureNum{Layers,Levels,Samples}functions returned incorrect results. By @andyleiserson in #9542. - Fixed
map_texture_format_for_copypanicking on(planar_format, single_plane_aspect)during buffer<->texture transfers, andTextureView::subresource_indexpreviously being hard-coded to plane 0. By @AdrianEddy in #9551. - Fixed partially-bound texture and storage-texture binding arrays (
PARTIALLY_BOUND_BINDING_ARRAY) reading garbage increate_bind_group. By @holg in #9653.
Vulkan
- Use the imported queue family's supported shader stages when building buffer, texture, and acceleration structure barriers for raw Vulkan devices. By @ruihe774 in #9594.
- Fixed
SHADER_I16not enablingstorage_buffer16_bit_accessorstorage_input_output16, causing Vulkan validation errors when using 16-bit integers in buffers. By @JMS55 in #9412. - Fixed validation errors when frames take longer than the specified swapchain acquire timeout. By @atlv24 in #9405.
- Fixed limits on Mesa's Honeykrisp / Asahi Linux. By @im-0 in #9393.
- Fixed vkAcquireNextImage fence being awaited on non-Windows platforms causing frametime spikes on nvidia drivers. By @cohaereo in #9486.
- Fixed alignment and
MatrixStridefor mat2x2 in SPIR-V uniform blocks. By @39ali #9369. - Fixed loading of
libvulkan.soon OpenHarmony (target_env = "ohos"). By @jschwe in #9649. - Fixed some cases where out-of-memory errors were reported incorrectly. By @andyleiserson in #9643 and #9747.
- Fixed signed integer
%(and%=) returning the wrong result for negative operands in the SPIR-V backend, e.g.-1 % 768yielding255instead of-1on NVIDIA.OpSRemis poison for negative operands in the Vulkan SPIR-V environment withoutVK_KHR_maintenance8, even though WGSL defines%for these operands, so signed remainder is now always lowered asa - b * (a / b). By @mstampfli in #9674.
Metal
- Detect BC texture support on newer iOS, tvOS, and visionOS devices. By @bmisiak in #9656.
- Fix crash on fence creation when running in a MacOS Seatbelt sandbox. By @wumpf in #9415
- Improved command buffer completion handling. By @39ali in #9328.
- Wait using a condition variable, instead of polling.
- Fixed a hang in
Device::poll(PollType::wait_indefinitely())when a Metal command buffer exits with an error.
- Fixed structure field names incorrectly ignoring reserved keywords in the Metal (MSL) backend. By @39ali #9379.
WebGPU
- Expose the underlying JS handles of WebGPU-backed resources via new
as_webgpuaccessors onTexture,TextureView,Buffer,Queue, andDevice, returningOption<&wgpu::webgpu::Gpu*>. This is the WebGPU counterpart ofas_hal(which returnsNoneon the WebGPU backend, since WebGPU is not awgpu_halAPI). The vendored handle types are re-exported under the newwgpu::webgpumodule. By @AdrianEddy in #9530 - Add
Device::create_texture_from_webgpu_handle(texture, desc, drop_callback)for wrapping a foreignwebgpu::GpuTexture(e.g. a canvasgetCurrentTexture()result) as awgpu::Texturewithout copy. Use thedrop_callbackto decide if you want to callGpuTexture.destroy()when wgpu is done with the texture. By @AdrianEddy in #9530
Dependency Updates
WebGPU
- Upgrade vendored
wasm-bindgenWebGPU bindings to 0.2.115 and adapt thewebgpubackend to the new API.ExternalImageSource::VideoFrameno longer requires--cfg=web_sys_unstable_apis, asweb_sys::VideoFrameis now stable. The GLES backend still requires the cfg to uploadVideoFrames, sinceglowstill needs to adapt. By @evilpie in #9090.
Testing/Internal
- We now use
tombias our TOML formatter instead oftaplo, which has been unmaintained for some time. If you currently usetaploas part of your workflow, we recommend you migrate, or change your editor settings while working with wgpu.
-
29.0.402 Jul 2026Release notes
Open source →New Features
GLES
- XCB window handles can now be used to initialize OpenGL on Linux. By @reflectronic in #9271.
Bug Fixes
Metal
- Restore the
Queue::as_rawmethod, which was removed without good reason in v29. It now returns&ProtocolObject<dyn MTLCommandQueue>. By @andyleiserson in #9560.
Vulkan
- Fixed
VUID-RuntimeSpirv-vulkanMemoryModel-06265validation errors by enablingvulkanMemoryModelDeviceScopewhenever the Vulkan memory model is enabled, since the SPIR-V backend emits storage atomics withDevicescope. By @francisdb in #9741.
Release notes
Open source →New Features
GLES
- XCB window handles can now be used to initialize OpenGL on Linux. By @reflectronic in #9271.
Bug Fixes
Metal
- Restore the
Queue::as_rawmethod, which was removed without good reason in v29. It now returns&ProtocolObject<dyn MTLCommandQueue>. By @andyleiserson in #9560.
Vulkan
- Fixed
VUID-RuntimeSpirv-vulkanMemoryModel-06265validation errors by enablingvulkanMemoryModelDeviceScopewhenever the Vulkan memory model is enabled, since the SPIR-V backend emits storage atomics withDevicescope. By @francisdb in #9741.
-
29.0.302 May 2026Release notes
Open source →Bug Fixes
- Fix compilation error when
cfg(debug_assertions)is not active.wgpu-corev29.0.2has been yanked. By @Elabajaba in #9352.
Release notes
Open source →Bug Fixes
- Fix compilation error when
cfg(debug_assertions)is not active.wgpu-corev29.0.2has been yanked. By @Elabajaba in #9352.
- Fix compilation error when
-
29.0.201 May 2026Release notes
Open source →Bug Fixes
General
-
Fix late bindings not being updated for identical pipeline layouts. By @kristoff3r in #9341.
-
Fix missing dependency feature activations when building wgpu-hal with gles/dx12 in isolation. By @Wumpf in #9325.
-
Make
wgpu_types::texture::format::TextureChannelaccessible aswgpu::TextureChannel. By @TornaxO7 in #9349.
DX12
- Fixed a
debug_assertduring stride validation for indirect multi draw. By @kristoff3r in #9332. - Fix incorrect
max_binding_array_sampler_elements_per_shader_stagelimit reported on DX12. By @kristoff3r in #9330.
Vulkan
- Only request
shaderDrawParameterswhenSHADER_DRAW_INDEXis requested, avoiding device creation failures on drivers that don't support it (e.g. V3DV, SwiftShader). By @mohamedtahaguelzim in #9331.
Metal
Release notes
Open source →Bug Fixes
General
-
Fix late bindings not being updated for identical pipeline layouts. By @kristoff3r in #9341.
-
Fix missing dependency feature activations when building wgpu-hal with gles/dx12 in isolation. By @wumpf in #9325.
-
Make
wgpu_types::texture::format::TextureChannelaccessible aswgpu::TextureChannel. By @TornaxO7 in #9349.
DX12
- Fixed a
debug_assertduring stride validation for indirect multi draw. By @kristoff3r in #9332. - Fix incorrect
max_binding_array_sampler_elements_per_shader_stagelimit reported on DX12. By @kristoff3r in #9330.
Vulkan
- Only request
shaderDrawParameterswhenSHADER_DRAW_INDEXis requested, avoiding device creation failures on drivers that don't support it (e.g. V3DV, SwiftShader). By @mohamedtahaguelzim in #9331.
Metal
- Fix crash on fence creation when running in a MacOS sandbox. By @wumpf in #9415.
-
-
29.0.019 Mar 2026Release notes
Open source →Major Changes
Surface::get_current_texturenow returnsCurrentSurfaceTextureenumSurface::get_current_textureno longer returnsResult<SurfaceTexture, SurfaceError>. Instead, it returns a singleCurrentSurfaceTextureenum that represents all possible outcomes as variants.SurfaceErrorhas been removed, and thesuboptimalfield onSurfaceTexturehas been replaced by a dedicatedSuboptimalvariant.match surface.get_current_texture() { wgpu::CurrentSurfaceTexture::Success(frame) => { /* render */ } wgpu::CurrentSurfaceTexture::Timeout | wgpu::CurrentSurfaceTexture::Occluded => { /* skip frame */ } wgpu::CurrentSurfaceTexture::Outdated | wgpu::CurrentSurfaceTexture::Suboptimal(frame) => { /* reconfigure surface */ } wgpu::CurrentSurfaceTexture::Lost => { /* reconfigure surface, or recreate device if device lost */ } wgpu::CurrentSurfaceTexture::Validation => { /* Only happens if there is a validation error and you have registered a error scope or uncaptured error handler. */ } }By @cwfitzgerald, @Wumpf, and @emilk in #9141 and #9257.
InstanceDescriptorinitialization APIs and display handle changesA display handle represents a connection to the platform's display server (e.g. a Wayland or X11 connection on Linux). This is distinct from a window — a display handle is the system-level connection through which windows are created and managed.
InstanceDescriptor's convenience constructors (an implementation ofDefaultand the staticfrom_env_or_defaultmethod) have been removed. In their place are new static methods that force recognition of whether a display handle is used:new_with_display_handlenew_with_display_handle_from_envnew_without_display_handlenew_without_display_handle_from_env
If you are using
winit, this can be populated usingEventLoop::owned_display_handle.- InstanceDescriptor::default(); - InstanceDescriptor::from_env_or_default(); + InstanceDescriptor::new_with_display_handle(Box::new(event_loop.owned_display_handle())); + InstanceDescriptor::new_with_display_handle_from_env(Box::new(event_loop.owned_display_handle()));Additionally,
DisplayHandleis now optional when creating a surface if a display handle was already passed toInstanceDescriptor. This means that once you've provided the display handle at instance creation time, you no longer need to pass it again for each surface you create.By @MarijnS95 in #8782
Bind group layouts now optional in
PipelineLayoutDescriptorThis allows gaps in bind group layouts and adds full support for unbinding, bring us in compliance with the WebGPU spec. As a result of this
PipelineLayoutDescriptor'sbind_group_layoutsfield now has type of&[Option<&BindGroupLayout>]. To migrate wrap bind group layout references inSome:let pl_desc = wgpu::PipelineLayoutDescriptor { label: None, bind_group_layouts: &[ - &bind_group_layout + Some(&bind_group_layout) ], immediate_size: 0, });By @teoxoy in #9034.
MSRV update
wgpunow has a new MSRV policy. This release has an MSRV of 1.87. This is lower than v27's 1.88 and v28's 1.92. Going forward, we will only bump wgpu's MSRV if it has tangible benefits for the code, and we will never bump to an MSRV higher thanstable - 3. So if stable is at 1.97 and 1.94 brought benefit to our code, we could bump it no higher than 1.94. As before, MSRV bumps will always be breaking changes.By @cwfitzgerald in #8999.
WriteOnlyTo ensure memory safety when accessing mapped GPU memory,
MapMode::Writebuffer mappings (BufferViewMutand alsoQueueWriteBufferView) can no longer be dereferenced to Rust&mut [u8]. Instead, they must be used through the new pointer typewgpu::WriteOnly<[u8]>, which does not allow reading at all.WriteOnly<[u8]>is designed to offer similar functionality to&mut [u8]and have almost no performance overhead, but you will probably need to make some changes for anything more complicated thanget_mapped_range_mut().copy_from_slice(my_data); in particular, replacingview[start..end]withview.slice(start..end).By @kpreid in #9042.
Depth/stencil state changes
The
depth_write_enabledanddepth_comparemembers ofDepthStencilStateare now optional, and may be omitted when they do not apply, to match WebGPU.depth_write_enabledis applicable, and must beSome, ifformathas a depth aspect, i.e., is a depth or depth/stencil format. Otherwise, a value ofNonebest reflects that it does not apply, althoughSome(false)is also accepted.depth_compareis applicable, and must beSome, ifdepth_write_enabledisSome(true), or ifdepth_fail_opfor either stencil face is notKeep. Otherwise, a value ofNonebest reflects that it does not apply, althoughSome(CompareFunction::Always)is also accepted.There is also a new constructor
DepthStencilState::stencilwhich may be used instead of a struct literal for stencil operations.Example 1: A configuration that does a depth test and writes updated values:
depth_stencil: Some(wgpu::DepthStencilState { format: wgpu::TextureFormat::Depth32Float, - depth_write_enabled: true, - depth_compare: wgpu::CompareFunction::Less, + depth_write_enabled: Some(true), + depth_compare: Some(wgpu::CompareFunction::Less), stencil: wgpu::StencilState::default(), bias: wgpu::DepthBiasState::default(), }),Example 2: A configuration with only stencil:
depth_stencil: Some(wgpu::DepthStencilState { format: wgpu::TextureFormat::Stencil8, - depth_write_enabled: false, - depth_compare: wgpu::CompareFunction::Always, + depth_write_enabled: None, + depth_compare: None, stencil: wgpu::StencilState::default(), bias: wgpu::DepthBiasState::default(), }),Example 3: The previous example written using the new
stencil()constructor:depth_stencil: Some(wgpu::DepthStencilState::stencil( wgpu::TextureFormat::Stencil8, wgpu::StencilState::default(), )),D3D12 Agility SDK support
Added support for loading a specific DirectX 12 Agility SDK runtime via the Independent Devices API. The Agility SDK lets applications ship a newer D3D12 runtime alongside their binary, unlocking the latest D3D12 features without waiting for an OS update.
Configure it programmatically:
let options = wgpu::Dx12BackendOptions { agility_sdk: Some(wgpu::Dx12AgilitySDK { sdk_version: 619, sdk_path: "path/to/sdk/bin/x64".into(), }), ..Default::default() };Or via environment variables:
WGPU_DX12_AGILITY_SDK_PATH=path/to/sdk/bin/x64 WGPU_DX12_AGILITY_SDK_VERSION=619The
sdk_versionmust match the version of theD3D12Core.dllin the provided path exactly, or loading will fail.If the Agility SDK fails to load (e.g. version mismatch, missing DLL, or unsupported OS), wgpu logs a warning and falls back to the system D3D12 runtime.
By @cwfitzgerald in #9130.
primitive_indexis now a WGSLenableextensionWGSL shaders using
@builtin(primitive_index)must now request it withenable primitive_index;. TheSHADER_PRIMITIVE_INDEXfeature has been renamed toPRIMITIVE_INDEXand moved fromFeaturesWGPUtoFeaturesWebGPU. By @inner-daemons in #8879 and @andyleiserson in #9101.- device.features().contains(wgpu::FeaturesWGPU::SHADER_PRIMITIVE_INDEX) + device.features().contains(wgpu::FeaturesWebGPU::PRIMITIVE_INDEX)// WGSL shaders must now include this directive: enable primitive_index;maxInterStageShaderComponentsreplaced bymaxInterStageShaderVariablesMigrated from the
max_inter_stage_shader_componentslimit tomax_inter_stage_shader_variables, following the latest WebGPU spec. Components counted individual scalars (e.g. avec4= 4 components), while variables counts locations (e.g. avec4= 1 variable). This changes validation in a way that should not affect most programs. By @ErichDonGubler in #8652, #8792.- limits.max_inter_stage_shader_components + limits.max_inter_stage_shader_variablesOther Breaking Changes
- Use clearer field names for
StageError::InvalidWorkgroupSize. By @ErichDonGubler in #9192.
New Features
General
- Added TLAS binding array support via
ACCELERATION_STRUCTURE_BINDING_ARRAY. By @kvark in #8923. - Added
wgpu-naga-bridgecrate with conversions betweennagaandwgpu-types(features to capabilities, storage format mapping, shader stage mapping). By @atlv24 in #9201. - Added support for cooperative load/store operations in shaders. Currently only WGSL on the input and SPIR-V, METAL, and WGSL on the output are supported. By @kvark in #8251.
- Added support for per-vertex attributes in fragment shaders. Currently only WGSL input is supported, and only SPIR-V or WGSL output is supported. By @atlv24 in #8821.
- Added support for no-perspective barycentric coordinates. By @atlv24 in #8852.
- Added support for obtaining
AdapterInfofromDevice. By @sagudev in #8807. - Added
Limits::or_worse_values_from. By @atlv24 in #8870. - Added
Features::FLOAT32_BLENDABLEon Vulkan and Metal. By @timokoesters in #8963 and @andyleiserson in #9032. - Added
Dx12BackendOptions::force_shader_modelto allow using advanced features in passthrough shaders without bundling DXC. By @inner-daemons in #8984. - Changed passthrough shaders to not require an entry point parameter, so that the same shader module may be used in multiple entry points. Also added support for metallib passthrough. By @inner-daemons in #8886.
- Added
Dx12Compiler::Autoto automatically use static or dynamic DXC if available, before falling back to FXC. By @inner-daemons in #8882. - Added support for
insert_debug_marker,push_debug_groupandpop_debug_groupon WebGPU. By @evilpie in #9017. - Added support for
@builtin(draw_index)to the vulkan backend. By @inner-daemons in #8883. - Added
TextureFormat::channelsmethod to get some information about which color channels are covered by the texture format. By @TornaxO7 in #9167 - BREAKING: Add
V6_8variant toDxcShaderModelandnaga::back::hlsl::ShaderModel. By @inner-daemons in #8882 and @ErichDonGubler in #9083. - BREAKING: Add
V6_9variant toDxcShaderModelandnaga::back::hlsl::ShaderModel. By @ErichDonGubler in #9083.
naga
- Initial wgsl-in ray tracing pipelines. By @Vecvec in #8570.
- wgsl-out ray tracing pipelines. By @Vecvec in #8970.
- Allow parsing shaders which make use of
SPV_KHR_non_semantic_infofor debug info. Also removesnaga::front::spv::SUPPORTED_EXT_SETS. By @inner-daemons in #8827. - Added memory decorations for storage buffers:
coherent, supported on all native backends, andvolatile, only on Vulkan and GL. By @atlv24 in #9168. - Made the following available in
constcontexts; by @ErichDonGubler in #8943:nagaArena::lenArena::is_emptyRange::first_and_lastfront::wgsl::Frontend::set_optionsir::Block::is_emptyir::Block::len
GLES
- Added
GlDebugFnsoption inGlBackendOptionsto control OpenGL debug functions (glPushDebugGroup,glPopDebugGroup,glObjectLabel, etc.). Automatically disables them on Mali GPUs to work around a driver crash. By @Xavientois in #8931.
WebGPU
- Added support for
insert_debug_marker,push_debug_groupandpop_debug_group. By @evilpie in #9017. - Added support for
begin_occlusion_queryandend_occlusion_query. By @evilpie in #9039.
Changes
General
- Tracing now uses the
.metalextension for metal source files, instead of.msl. By @inner-daemons in #8880. - BREAKING: Several error APIs were changed by @ErichDonGubler in #9073 and #9205:
BufferAccessError:- Split the
OutOfBoundsOverrunvariant into newOutOfBoundsStartOffsetOverrunandOutOfBoundsEndOffsetOverrunvariants. - Removed the
NegativeRangevariant in favor of newMapStartOffsetUnderrunandMapStartOffsetOverrunvariants.
- Split the
- Split the
TransferError::BufferOverrunvariant into newBufferStartOffsetOverrunandBufferEndOffsetOverrunvariants. ImmediateUploadError:- Removed the
TooLargevariant in favor of newStartOffsetOverrunandEndOffsetOverrunvariants. - Removed the
Unalignedvariant in favor of newStartOffsetUnalignedandSizeUnalignedvariants. - Added the
ValueStartIndexOverrunandValueEndIndexOverruninvariants
- Removed the
- The various "max resources per stage" limits are now capped at 100, so that their total remains below
max_bindings_per_bind_group, as required by WebGPU. By @andyleiserson in #9118. - The
max_uniform_buffer_binding_sizeandmax_storage_buffer_binding_sizelimits are nowu64instead ofu32, to match WebGPU. By @wingertge in #9146. - The main 3 native backends now report their limits properly. By @teoxoy in #9196.
naga
- Naga and
wgpunow reject shaders with anenabledirective for functionality that is not available, even if that functionality is not used by the shader. By @andyleiserson in #8913. - Prevent UB from incorrectly using ray queries on HLSL. By @Vecvec in #8763.
- Added support for dual-source blending in SPIR-V shaders. By @andyleiserson in #8865.
- Added
supported_capabilitiesto all backends. By @inner-daemons in #9068. - Updated codespan-reporting to 0.13. By @cwfitzgerald in #9243.
Metal
- Use autogenerated
objc2bindings internally, which should resolve a lot of leaks and unsoundness. By @madsmtm in #5641. - Implements ray-tracing acceleration structures for metal backend. By @lichtso in #8071.
- Remove mutex for
MTLCommandQueuebecause the Metal object is thread-safe. By @andyleiserson in #9217.
deno_webgpu
- Expose the
GPU.wgslLanguageFeaturesproperty. By @andyleiserson in #8884. GPUFeatureNamenow includes allwgpuextensions. Feature names for extensions should be written with awgpu-prefix, although unprefixed names that were accepted previously are still accepted. By @andyleiserson in #9163.
Hal
- Make ordered texture and buffer uses hal specific. By @NiklasEi in #8924.
Bug Fixes
General
- Tracing support has been restored. By @andyleiserson in #8429.
- Pipelines using passthrough shaders now correctly require explicit pipeline layout. By @inner-daemons in #8881.
- Allow using a shader that defines I/O for dual-source blending in a pipeline that does not make use of it. By @andyleiserson in #8856.
- Improve validation of dual-source blending, by @andyleiserson in #9200:
- Validate structs with
@blend_srcmembers whether or not they are used by an entry point. - Dual-source blending is not supported when there are multiple color attachments.
TypeFlags::IO_SHAREABLEis not set for structs other than@blend_srcstructs.
- Validate structs with
- Validate
strip_index_formatisn't None and equals index buffer format for indexed drawing with strip topology. By @beicause in #8850. - BREAKING: Renamed
EXPERIMENTAL_PASSTHROUGH_SHADERStoPASSTHROUGH_SHADERSand made this no longer an experimental feature. By @inner-daemons in #9054. - BREAKING: End offsets in trace and
playercommands are now represented usingoffset+sizeinstead. By @ErichDonGubler in #9073. - Validate some uncaught cases where buffer transfer operations could overflow when computing an end offset. By @ErichDonGubler in #9073.
- Fix
local_invocation_idandlocal_invocation_indexbeing written multiple times in HLSL/MSL backends, and naming conflicts when users name variables__local_invocation_idor__local_invocation_index. By @inner-daemons in #9099. - Added internal labels to validation GPU objects and timestamp normalization code to improve clarity in graphics debuggers. By @szostid in #9094
- Fix multi-planar texture copying. By @noituri in #9069
naga
- The validator checks that override-sized arrays have a positive size, if overrides have been resolved. By @andyleiserson in #8822.
- Fix some cases where f16 constants were not working. By @andyleiserson in #8816.
- Use wrapping arithmetic when evaluating constant expressions involving
u32. By @andyleiserson in #8912. - Fix missing side effects from sequence expressions in GLSL. By @Vipitis in #8787.
- Naga now enforces the
@must_useattribute on WGSL built-in functions, when applicable. You can waive the error with a phony assignment, e.g.,_ = subgroupElect(). By @andyleiserson in #8713. - Reject zero-value construction of a runtime-sized array with a validation error. Previously it would crash in the HLSL backend. By @mooori in #8741.
- Reject splat vector construction if the argument type does not match the type of the vector's scalar. Previously it would succeed. By @mooori in #8829.
- Fixed
workgroupUniformLoadincorrectly returning an atomic when called on an atomic, it now returns the innerTas per the spec. By @cryvosh in #8791. - Fixed constant evaluation for
sign()builtin to return zero when the argument is zero. By @mandryskowski in #8942. - Allow array generation to compile with the macOS 10.12 Metal compiler. By @madsmtm in #8953
- Naga now detects bitwise shifts by a constant exceeding the operand bit width at compile time, and disallows scalar-by-vector and vector-by-scalar shifts in constant evaluation. By @andyleiserson in #8907.
- Naga uses wrapping arithmetic when evaluating dot products on concrete integer types (
u32andi32). By @BKDaugherty in #9142. - Disallow negation of a matrix in WGSL. By @andyleiserson in #9157.
- Fix evaluation order of compound assignment (e.g.
+=) LHS and RHS. By @andyleiserson in #9181. - Fixed invalid MSL when
float16-format vertex input data was accessed via anf16-type variable in a vertex shader. By @andyleiserson in #9166.
Validation
- Fixed validation of the texture format in GPUDepthStencilState when neither depth nor stencil is actually enabled. By @andyleiserson in #8766.
- Check that depth bias is not used with non-triangle topologies. By @andyleiserson in #8856.
- Check that if the shader outputs
frag_depth, then the pipeline must have a depth attachment. By @andyleiserson in #8856. - Fix incorrect acceptance of some swizzle selectors that are not valid for their operand, e.g.
const v = vec2<i32>(); let r = v.xyz. By @andyleiserson in #8949. - Fixed calculation of the total number of bindings in a pipeline layout when validating against device limits. By @andyleiserson in #8997.
- Reject non-constructible types (runtime- and override-sized arrays, and structs containing non-constructible types) in more places where they should not be allowed. By @andyleiserson in #8873.
- The query set type for an occlusion query is now validated when opening the render pass, in addition to within the call to
beginOcclusionQuery. By @andyleiserson in #9086. - Require that the blend factor is
Onewhen the blend operation isMinorMax. TheBlendFactorOnUnsupportedTargeterror is now reported withinColorStateErrorrather than directly inCreateRenderPipelineError. By @andyleiserson in #9110.
Vulkan
- Fixed a variety of mesh shader SPIR-V writer issues from the original implementation. By @inner-daemons in #8756
- Offset the vertex buffer device address when building a BLAS instead of using the
first_vertexfield. By @Vecvec in #9220 - Remove incorrect ordered texture uses. By @NiklasEi in #8924.
Metal / macOS
- Fix one-second delay when switching a wgpu app to the foreground. By @emilk in #9141
- Work around Metal driver bug with atomic textures. By @atlv24 in #9185
- Fix setting an immediate for a Mesh shader. By @waywardmonkeys in #9254
GLES
DisplayHandleshould now be passed toInstanceDescriptorfor correct EGL initialization on Wayland. By @MarijnS95 in #8012 Note that the existing workaround to create surfaces before the adapter is no longer valid.- Changing shader constants now correctly recompiles the shader. By @DerSchmale in #8291.
Performance
GLES
- The GL backend would now try to take advantage of
GL_EXT_multisampled_render_to_textureextension when applicable to skip the multi-sample resolve operation. By @opstic in #8536.
Documentation
General
- Expanded documentation of
QuerySet,QueryType, andresolve_query_set()describing how to use queries. By @kpreid in #8776.
-
28.0.018 Dec 2025Release notes
Open source →Major Changes
Mesh Shaders
This has been a long time coming. See the tracking issue for more information. They are now fully supported on Vulkan, and supported on Metal and DX12 with passthrough shaders. WGSL parsing and rewriting is supported, meaning they can be used through WESL or naga_oil.
Mesh shader pipelines replace the standard vertex shader pipelines and allow new ways to render meshes. They are ideal for meshlet rendering, a form of rendering where small groups of triangles are handled together, for both culling and rendering.
They are compute-like shaders, and generate primitives which are passed directly to the rasterizer, rather than having a list of vertices generated individually and then using a static index buffer. This means that certain computations on nearby groups of triangles can be done together, the relationship between vertices and primitives is more programmable, and you can even pass non-interpolated per-primitive data to the fragment shader, independent of vertices.
Mesh shaders are very versatile, and are powerful enough to replace vertex shaders, tesselation shaders, and geometry shaders on their own or with task shaders.
A full example of mesh shaders in use can be seen in the
mesh_shaderexample. For the full specification of mesh shaders in wgpu, go to docs/api-specs/mesh_shading.md. Below is a small snippet of shader code demonstrating their usage:@task @payload(taskPayload) @workgroup_size(1) fn ts_main() -> @builtin(mesh_task_size) vec3<u32> { // Task shaders can use workgroup variables like compute shaders workgroupData = 1.0; // Pass some data to all mesh shaders dispatched by this workgroup taskPayload.colorMask = vec4(1.0, 1.0, 0.0, 1.0); taskPayload.visible = 1; // Dispatch a mesh shader grid with one workgroup return vec3(1, 1, 1); } @mesh(mesh_output) @payload(taskPayload) @workgroup_size(1) fn ms_main(@builtin(local_invocation_index) index: u32, @builtin(global_invocation_id) id: vec3<u32>) { // Set how many outputs this workgroup will generate mesh_output.vertex_count = 3; mesh_output.primitive_count = 1; // Can also use workgroup variables workgroupData = 2.0; // Set vertex outputs mesh_output.vertices[0].position = positions[0]; mesh_output.vertices[0].color = colors[0] * taskPayload.colorMask; mesh_output.vertices[1].position = positions[1]; mesh_output.vertices[1].color = colors[1] * taskPayload.colorMask; mesh_output.vertices[2].position = positions[2]; mesh_output.vertices[2].color = colors[2] * taskPayload.colorMask; // Set the vertex indices for the only primitive mesh_output.primitives[0].indices = vec3<u32>(0, 1, 2); // Cull it if the data passed by the task shader says to mesh_output.primitives[0].cull = taskPayload.visible == 1; // Give a noninterpolated per-primitive vec4 to the fragment shader mesh_output.primitives[0].colorMask = vec4<f32>(1.0, 0.0, 1.0, 1.0); }Thanks
This was a monumental effort from many different people, but it was championed by @inner-daemons, without whom it would not have happened. Thank you @cwfitzgerald for doing the bulk of the code review. Finally thank you @ColinTimBarndt for coordinating the testing effort.
Reviewers:
- @cwfitzgerald
- @jimblandy
- @ErichDonGubler
wgpuContributions:- Metal implementation in wgpu-hal. By @inner-daemons in #8139.
- DX12 implementation in wgpu-hal. By @inner-daemons in #8110.
- Vulkan implementation in wgpu-hal. By @inner-daemons in #7089.
- wgpu/wgpu-core implementation. By @inner-daemons in #7345.
- New mesh shader limits and validation. By @inner-daemons in #8507.
nagaContributions:- Naga IR implementation. By @inner-daemons in #8104.
wgsl-inimplementation in naga. By @inner-daemons in #8370.spv-outimplementation in naga. By @inner-daemons in #8456.wgsl-outimplementation in naga. By @Slightlyclueless in #8481.- Allow barriers in mesh/task shaders. By @inner-daemons in #8749
Testing Assistance:
- @ColinTimBarndt
- @AdamK2003
- @Mhowser
- @9291Sam
- 3 more testers who wished to remain anonymous.
Thank you to everyone to made this happen!
Switch from
gpu-alloctogpu-allocatorin thevulkanbackendgpu-allocatoris the allocator used in thedx12backend, allowing to configure the allocator the same way in those two backends converging their behavior.This also brings the
Device::generate_allocator_reportfeature to the vulkan backend.By @DeltaEvo in #8158.
wgpu::Instance::enumerate_adaptersis nowasync& available on WebGPUBREAKING CHANGE:
enumerate_adaptersis nowasync:- pub fn enumerate_adapters(&self, backends: Backends) -> Vec<Adapter> { + pub fn enumerate_adapters(&self, backends: Backends) -> impl Future<Output = Vec<Adapter>> {This yields two benefits:
- This method is now implemented on non-native using the standard
Adapter::request_adapter(…), makingenumerate_adaptersa portable surface. This was previously a nontrivial pain point when an application wanted to do some of its own filtering of adapters. - This method can now be implemented in custom backends.
By @R-Cramer4 in #8230
New
LoadOp::DontCareIn the case where a renderpass unconditionally writes to all pixels in the rendertarget,
Loadcan cause unnecessary memory traffic, andClearcan spend time unnecessarily clearing the rendertargets.DontCareis a newLoadOpwhich will leave the contents of the rendertarget undefined. Because this could lead to undefined behavior, this API requires that the user gives an unsafe token to use the api.While you can use this unconditionally, on platforms where
DontCareis not available, it will internally use a different load op.load: LoadOp::DontCare(unsafe { wgpu::LoadOpDontCare::enabled() })By @cwfitzgerald in #8549
MipmapFilterModeis split fromFilterModeThis is a breaking change that aligns wgpu with spec.
SamplerDescriptor { ... - mipmap_filter: FilterMode::Nearest + mipmap_filter: MipmapFilterMode::Nearest ... }By @sagudev in #8314.
Multiview on all major platforms and support for multiview bitmasks
Multiview is a feature that allows rendering the same content to multiple layers of a texture. This is useful primarily in VR where you wish to display almost identical content to 2 views, just with a different perspective. Instead of using 2 draw calls or 2 instances for each object, you can use this feature.
Multiview is also called view instancing in DX12 or vertex amplification in Metal.
Multiview has been reworked, adding support for Metal and DX12, and adding testing and validation to wgpu itself. This change also introduces a view bitmask, a new field in
RenderPassDescriptorthat allows a render pass to render to multiple non-adjacent layers when using theSELECTIVE_MULTIVIEWfeature. If you don't use multi-view, you can set this field to none.- wgpu::RenderPassDescriptor { - label: None, - color_attachments: &color_attachments, - depth_stencil_attachment: None, - timestamp_writes: None, - occlusion_query_set: None, - } + wgpu::RenderPassDescriptor { + label: None, + color_attachments: &color_attachments, + depth_stencil_attachment: None, + timestamp_writes: None, + occlusion_query_set: None, + multiview_mask: NonZero::new(3), + }One other breaking change worth noting is that in WGSL
@builtin(view_index)now requires a type ofu32, where previously it requiredi32.By @inner-daemons in #8206.
Error scopes now use guards and are thread-local.
- device.push_error_scope(wgpu::ErrorFilter::Validation); + let scope = device.push_error_scope(wgpu::ErrorFilter::Validation); // ... perform operations on the device ... - let error: Option<Error> = device.pop_error_scope().await; + let error: Option<Error> = scope.pop().await;Device error scopes now operate on a per-thread basis. This allows them to be used easily within multithreaded contexts, without having the error scope capture errors from other threads.
When the
stdfeature is not enabled, we have no way to differentiate between threads, so error scopes return to be global operations.By @cwfitzgerald in #8685
Log Levels
We have received complaints about wgpu being way too log spammy at log levels
info/warn/error. We have adjusted our log policy and changed logging such thatinfoand above should be silent unless some exceptional event happens. Our new log policy is as follows:- Error: if we can’t (for some reason, usually a bug) communicate an error any other way.
- Warning: similar, but there may be one-shot warnings about almost certainly sub-optimal.
- Info: do not use
- Debug: Used for interesting events happening inside wgpu.
- Trace: Used for all events that might be useful to either
wgpuor application developers.
By @cwfitzgerald in #8579.
Push constants renamed immediates, API brought in line with spec.
As the "immediate data" api is getting close to stabilization in the WebGPU specification, we're bringing our implementation in line with what the spec dictates.
First, in the
PipelineLayoutDescriptor, you now pass a unified size for all stages:- push_constant_ranges: &[wgpu::PushConstantRange { - stages: wgpu::ShaderStages::VERTEX_FRAGMENT, - range: 0..12, - }] + immediate_size: 12,Second, on the command encoder you no longer specify a shader stage, uploads apply to all shader stages that use immediate data.
- rpass.set_push_constants(wgpu::ShaderStages::FRAGMENT, 0, bytes); + rpass.set_immediates(0, bytes);Third, immediates are now declared with the
immediateaddress space instead of thepush_constantaddress space. Due to a known issue on DX12 it is advised to always use a structure for your immediates until that issue is fixed.- var<push_constant> my_pc: MyPushConstant; + var<immediate> my_imm: MyImmediate;Finally, our implementation currently still zero-initializes the immediate data range you declared in the pipeline layout. This is not spec compliant and failing to populate immediate "slots" that are used in the shader will be a validation error in a future version. See the proposal for details for determining which slots are populated in a given shader.
By @cwfitzgerald in #8724.
subgroup_{min,max}_sizerenamed and moved fromLimits->AdapterInfoTo bring our code in line with the WebGPU spec, we have moved information about subgroup size from limits to adapter info. Limits was not the correct place for this anyway, and we had some code special casing those limits.
Additionally we have renamed the fields to match the spec.
- let min = limits.min_subgroup_size; + let min = info.subgroup_min_size; - let max = limits.max_subgroup_size; + let max = info.subgroup_max_size;By @cwfitzgerald in #8609.
New Features
- Added support for transient textures on Vulkan and Metal. By @opstic in #8247
- Implement shader triangle barycentric coordinate builtins. By @atlv24 in #8320.
- Added support for binding arrays of storage textures on Metal. By @msvbg in #8464
- Added support for multisampled texture arrays on Vulkan through adapter feature
MULTISAMPLE_ARRAY. By @LaylBongers in #8571. - Added
get_configurationtowgpu::Surface, that returns the current configuration ofwgpu::Surface. By @sagudev in #8664. - Add
wgpu_core::Global::create_bind_group_layout_error. By @ErichDonGubler in #8650.
Changes
General
- Require new enable extensions when using ray queries and position fetch (
wgpu_ray_query,wgpu_ray_query_vertex_return). By @Vecvec in #8545. - Texture now has
from_custom. By @R-Cramer4 in #8315. - Using both the wgpu command encoding APIs and
CommandEncoder::as_hal_muton the same encoder will now result in a panic. - Allow
include_spirv!andinclude_spirv_raw!macros to be used in constants and statics. By @clarfonthey in #8250. - Added support for rendering onto multi-planar textures. By @noituri in #8307.
- Validation errors from
CommandEncoder::finish()will report the label of the invalid encoder. By @kpreid in #8449. - Corrected documentation of the minimum alignment of the end of a mapped range of a buffer (it is 4, not 8). By @kpreid in #8450.
util::StagingBeltnow takes aDevicewhen it is created instead of when it is used. By @kpreid in #8462.wgpu_hal::vulkan::TextureAPI changes to handle externally-created textures and memory more flexibly. By @s-ol in #8512, #8521.- Render passes are now validated against the
maxColorAttachmentBytesPerSamplelimit. By @andyleiserson in #8697.
Metal
naga
- Prevent UB with invalid ray query calls on spirv. By @Vecvec in #8390.
- Update the set of binding_array capabilities. In most cases, they are set automatically from
wgpufeatures, and this change should not be user-visible. By @andyleiserson in #8671. - Naga now accepts the
var<function>syntax for declaring local variables. By @andyleiserson in #8710.
Bug Fixes
General
- Fixed a bug where mapping sub-ranges of a buffer on web would fail with
OperationError: GPUBuffer.getMappedRange: GetMappedRange range extends beyond buffer's mapped range. By @ryankaplan in #8349 - Reject fragment shader output
locations >max_color_attachmentslimit. By @ErichDonGubler in #8316. - WebGPU device requests now support the required limits
maxColorAttachmentsandmaxColorAttachmentBytesPerSample. By @evilpie in #8328 - Reject binding indices that exceed
wgpu_types::Limits::max_bindings_per_bind_groupwhen deriving a bind group layout for a pipeline. By @jimblandy in #8325. - Removed three features from
wgpu-halwhich did nothing useful:"cargo-clippy","gpu-allocator", and"rustc-hash". By @kpreid in #8357. wgpu_types::PollErrornow always implements theErrortrait. By @kpreid in #8384.- The texture subresources used by the color attachments of a render pass are no longer allowed to overlap when accessed via different texture views. By @andyleiserson in #8402.
- The
STORAGE_READ_ONLYtexture usage is now permitted to coexist with other read-only usages. By @andyleiserson in #8490. - Validate that buffers are unmapped in
write_buffercalls. By @ErichDonGubler in #8454. - Shorten critical section inside present such that the snatch write lock is no longer held during present, preventing other work happening on other threads. By @cwfitzgerald in #8608.
naga
- The
||and&&operators now "short circuit", i.e., do not evaluate the RHS if the result can be determined from just the LHS. By @andyleiserson in #7339. - Fix a bug that resulted in the Metal error
program scope variable must reside in constant address spacein some cases. By @teoxoy in #8311. - Handle
rayQueryTerminatein spv-out instead of ignoring it. By @Vecvec in #8581.
DX12
- Align copies b/w textures and buffers via a single intermediate buffer per copy when
D3D12_FEATURE_DATA_D3D12_OPTIONS13.UnrestrictedBufferTextureCopyPitchSupportedisfalse. By @ErichDonGubler in #7721. - Fix detection of Int64 Buffer/Texture atomic features. By @cwfitzgerald in #8667.
Vulkan
- Fixed a validation error regarding atomic memory semantics. By @atlv24 in #8391.
Metal
- Fixed a variety of feature detection related bugs. By @inner-daemons in #8439.
WebGPU
- Fixed a bug where the texture aspect was not passed through when calling
copy_texture_to_bufferin WebGPU, causing the copy to fail for depth/stencil textures. By @Tim-Evans-Seequent in #8445.
GLES
- Fix race when downloading texture from compute shader pass. By @SpeedCrash100 in #8527
- Fix double window class registration when dynamic libraries are used. By @Azorlogh in #8548
- Fix context loss on device initialization on GL3.3-4.1 contexts. By @cwfitzgerald in #8674.
VertexFormat::Unorm10_10_10_2can now be used onglbackends. By @mooori in #8717.
hal
DropCallbacks are now called after dropping all other fields of their parent structs. By @jerzywilczek in #8353
Release notes
Open source →v28.0.0 - Mesh Shaders, Immediates, and More!
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27.0.001 Oct 2025Release notes
Open source →Major Changes
Deferred command buffer actions:
map_buffer_on_submitandon_submitted_work_doneYou may schedule buffer mapping and a submission-complete callback to run automatically after you submit, directly from encoders, command buffers, and passes.
// Record some GPU work so the submission isn't empty and touches `buffer`. encoder.clear_buffer(&buffer, 0, None); // Defer mapping until this encoder is submitted. encoder.map_buffer_on_submit(&buffer, wgpu::MapMode::Read, 0..size, |result| { .. }); // Fires after the command buffer's work is finished. encoder.on_submitted_work_done(|| { .. }); // Automatically calls `map_async` and `on_submitted_work_done` after this submission finishes. queue.submit([encoder.finish()]);Available on
CommandEncoder,CommandBuffer,RenderPass, andComputePass.By @cwfitzgerald in #8125.
Builtin Support for DXGI swapchains on top of of DirectComposition Visuals in DX12
By enabling DirectComposition support, the dx12 backend can now support transparent windows.
This creates a single
IDCompositionVisualover the entire window that is used by the mfSurface. If a user wants to manage the composition tree themselves, they should create their own device and composition, and pass the relevant visual down intowgpuviaSurfaceTargetUnsafe::CompositionVisual.let instance = wgpu::Instance::new(&wgpu::InstanceDescriptor { backend_options: wgpu::BackendOptions { dx12: wgpu::Dx12BackendOptions { presentation_system: wgpu::Dx12SwapchainKind::DxgiFromVisual, .. }, .. }, .. });By @n1ght-hunter in #7550.
EXPERIMENTAL_RAY_TRACING_ACCELERATION_STRUCTUREhas been merged intoEXPERIMENTAL_RAY_QUERYWe have merged the acceleration structure feature into the
RayQueryfeature. This is to help work around an AMD driver bug and reduce the feature complexity of ray tracing. In the future when ray tracing pipelines are implemented, if either feature is enabled, acceleration structures will be available.- Features::EXPERIMENTAL_RAY_TRACING_ACCELERATION_STRUCTURE + Features::EXPERIMENTAL_RAY_QUERYBy @Vecvec in #7913.
New
EXPERIMENTAL_PRECOMPILED_SHADERSAPIWe have added
Features::EXPERIMENTAL_PRECOMPILED_SHADERS, replacing existing passthrough types with a unifiedCreateShaderModuleDescriptorPassthroughwhich allows passing multiple shader codes for different backends. By @SupaMaggie70Incorporated in #7834Difference for SPIR-V passthrough:
- device.create_shader_module_passthrough(wgpu::ShaderModuleDescriptorPassthrough::SpirV( - wgpu::ShaderModuleDescriptorSpirV { - label: None, - source: spirv_code, - }, - )) + device.create_shader_module_passthrough(wgpu::ShaderModuleDescriptorPassthrough { + entry_point: "main".into(), + label: None, + spirv: Some(spirv_code), + ..Default::default() })This allows using precompiled shaders without manually checking which backend's code to pass, for example if you have shaders precompiled for both DXIL and SPIR-V.
Buffer mapping apis no longer have lifetimes
Buffer::get_mapped_range(),Buffer::get_mapped_range_mut(), andQueue::write_buffer_with()now return guard objects without any lifetimes. This makes it significantly easier to store these types in structs, which is useful for building utilities that build the contents of a buffer over time.- let buffer_mapping_ref: wgpu::BufferView<'_> = buffer.get_mapped_range(..); - let buffer_mapping_mut: wgpu::BufferViewMut<'_> = buffer.get_mapped_range_mut(..); - let queue_write_with: wgpu::QueueWriteBufferView<'_> = queue.write_buffer_with(..); + let buffer_mapping_ref: wgpu::BufferView = buffer.get_mapped_range(..); + let buffer_mapping_mut: wgpu::BufferViewMut = buffer.get_mapped_range_mut(..); + let queue_write_with: wgpu::QueueWriteBufferView = queue.write_buffer_with(..);By @sagudev in #8046 and @cwfitzgerald in #8070.
EXPERIMENTAL_*features now require unsafe code to enableWe want to be able to expose potentially experimental features to our users before we have ensured that they are fully sound to use. As such, we now require any feature that is prefixed with
EXPERIMENTALto have a special unsafe token enabled in the device descriptor acknowledging that the features may still have bugs in them and to report any they find.adapter.request_device(&wgpu::DeviceDescriptor { features: wgpu::Features::EXPERIMENTAL_MESH_SHADER, experimental_features: unsafe { wgpu::ExperimentalFeatures::enabled() } .. })By @cwfitzgerald in #8163.
Multi-draw indirect is now unconditionally supported when indirect draws are supported
We have removed
Features::MULTI_DRAW_INDIRECTas it was unconditionally available on all platforms.RenderPass::multi_draw_indirectis now available if the device supports downlevel flagDownlevelFlags::INDIRECT_EXECUTION.If you are using spirv-passthrough with multi-draw indirect and
gl_DrawID, you can know ifMULTI_DRAW_INDIRECTis being emulated by if theFeature::MULTI_DRAW_INDIRECT_COUNTfeature is available on the device, this feature cannot be emulated efficicently.By @cwfitzgerald in #8162.
wgpu::PollType::Waithas now an optional timeoutWe removed
wgpu::PollType::WaitForSubmissionIndexand added fields towgpu::PollType::Waitin order to express timeouts.Before/after for
wgpu::PollType::Wait:-device.poll(wgpu::PollType::Wait).unwrap(); -device.poll(wgpu::PollType::wait_indefinitely()).unwrap(); +device.poll(wgpu::PollType::Wait { + submission_index: None, // Wait for most recent submission + timeout: Some(std::time::Duration::from_secs(60)), // Previous behavior, but more likely you want `None` instead. + }) + .unwrap();Before/after for
wgpu::PollType::WaitForSubmissionIndex:-device.poll(wgpu::PollType::WaitForSubmissionIndex(index_to_wait_on)) +device.poll(wgpu::PollType::Wait { + submission_index: Some(index_to_wait_on), + timeout: Some(std::time::Duration::from_secs(60)), // Previous behavior, but more likely you want `None` instead. + }) + .unwrap();⚠️ Previously, both
wgpu::PollType::WaitForSubmissionIndexandwgpu::PollType::Waithad a hard-coded timeout of 60 seconds.To wait indefinitely on the latest submission, you can also use the
wait_indefinitelyconvenience function:device.poll(wgpu::PollType::wait_indefinitely());New Features
General
- Added mesh shader support to
wgpu, with examples. Requires passthrough. By @SupaMaggie70Incorporated in #7345. - Added support for external textures based on WebGPU's
GPUExternalTexture. These allow shaders to transparently operate on potentially multiplanar source texture data in either RGB or YCbCr formats via WGSL'stexture_externaltype. This is gated behind theFeatures::EXTERNAL_TEXTUREfeature, which is currently only supported on DX12. By @jamienicol in #4386. wgpu::Device::pollcan now specify a timeout viawgpu::PollType::Wait. By @wumpf in #8282 & #8285
naga
- Expose
naga::front::wgsl::UnimplementedEnableExtension. By @ErichDonGubler in #8237.
Changes
General
- Command encoding now happens when
CommandEncoder::finishis called, not when the individual operations are requested. This does not affect the API, but may affect performance characteristics. By @andyleiserson in #8220. - Prevent resources for acceleration structures being created if acceleration structures are not enabled. By @Vecvec in #8036.
- Validate that each
push_debug_grouppairs with exactly onepop_debug_group. By @andyleiserson in #8048. set_viewportnow requires that the supplied minimum depth value is less than the maximum depth value. By @andyleiserson in #8040.- Validation of
copy_texture_to_buffer,copy_buffer_to_texture, andcopy_texture_to_textureoperations more closely follows the WebGPU specification. By @andyleiserson in various PRs.- Copies within the same texture must not overlap.
- Copies of multisampled or depth/stencil formats must span an entire subresource (layer).
- Copies of depth/stencil formats must be 4B aligned.
- For texture-buffer copies,
bytes_per_rowon the buffer side must be 256B-aligned, even if the transfer is a single row.
- The offset for
set_vertex_bufferandset_index_buffermust be 4B aligned. By @andyleiserson in #7929. - The offset and size of bindings are validated as fitting within the underlying buffer in more cases. By @andyleiserson in #7911.
- The function you pass to
Device::on_uncaptured_error()must now implementSyncin addition toSend, and be wrapped inArcinstead ofBox. In exchange for this, it is no longer possible for callingwgpufunctions while in that callback to cause a deadlock (not that we encourage you to actually do that). By @kpreid in #8011. - Make a compacted hal acceleration structure inherit a label from the base BLAS. By @Vecvec in #8103.
- The limits requested for a device must now satisfy
min_subgroup_size <= max_subgroup_size. By @andyleiserson in #8085. - Improve errors when buffer mapping is done incorrectly. Allow aliasing immutable [
BufferViews]. By @cwfitzgerald in #8150. - Require new
F16_IN_F32downlevel flag forquantizeToF16,pack2x16float, andunpack2x16floatin WGSL input. By @aleiserson in #8130. - The error message for non-copyable depth/stencil formats no longer mentions the aspect when it is not relevant. By @reima in #8156.
- Track the initialization status of buffer memory correctly when
copy_texture_to_bufferskips over padding space between rows or layers, or when the start/end of a texture-buffer transfer is not 4B aligned. By @andyleiserson in #8099.
naga
- naga now requires that no type be larger than 1 GB. This limit may be lowered in the future; feedback on an appropriate value for the limit is welcome. By @andyleiserson in #7950.
- If the shader source contains control characters, naga now replaces them with U+FFFD ("replacement character") in diagnostic output. By @andyleiserson in #8049.
- Add f16 IO polyfill on Vulkan backend to enable SHADER_F16 use without requiring
storageInputOutput16. By @cryvosh in #7884. - For custom Naga backend authors:
naga::proc::Namernow accepts reserved keywords using two new dedicated types,proc::{KeywordSet, CaseInsensitiveKeywordSet}. By @kpreid in #8136. - BREAKING: Previously the WGSL storage-texture format
rg11b10floatwas incorrectly accepted and generated by naga, but now only accepts the the correct namerg11b10ufloatinstead. By @ErikWDev in #8219. - The
source()method ofShaderErrorno longer reports the error as its own source. By @andyleiserson in #8258. - naga correctly ingests SPIR-V that use descriptor runtime indexing, which in turn is correctly converted into WGSLs binding array. By @hasenbanck in 8256.
- naga correctly ingests SPIR-V that loads from multi-sampled textures, which in turn is correctly converted into WGSLs texture_multisampled_2d and load operations. By @hasenbanck in 8270.
- naga implement OpImageGather and OpImageDrefGather operations when ingesting SPIR-V. By @hasenbanck in 8280.
DX12
- Allow disabling waiting for latency waitable object. By @marcpabst in #7400
- Add mesh shader support, including to the example. By @SupaMaggie70Incorporated in #8110
Bug Fixes
General
- Validate that effective buffer binding size is aligned to 4 when creating bind groups with buffer entries.. By @ErichDonGubler in 8041.
DX12
- Create an event per wait to prevent 60 second hangs in certain multithreaded scenarios. By @Vecvec in #8273.
- Fixed a bug where access to matrices with 2 rows would not work in some cases. By @andyleiserson in #7438.
EGL
- Fixed unwrap failed in context creation for some Android devices. By @uael in #8024.
Vulkan
- Fixed wrong color format+space being reported versus what is hardcoded in
create_swapchain(). By @MarijnS95 in #8226.
naga
- [wgsl-in] Allow a trailing comma in
@blend_src(…)attributes. By @ErichDonGubler in #8137. - [wgsl-in] Allow a trailing comma in the list of
casevalues inside aswitch. By @reima in #8165. - Escape, rather than strip, identifiers with Unicode. By @ErichDonGubler in 7995.
Documentation
General
- Clarify that subgroup barriers require both the
SUBGROUPandSUBGROUP_BARRIERfeatures / capabilities. By @andyleiserson in #8203.
v26.0.6 (2025-10-23)
This release includes
wgpu-halversion26.0.6. All other crates remain at their previous versions.Bug Fixes
Vulkan
- Work around extremely poor frame pacing from AMD and Nvidia cards on Windows in
FifoandFifoRelaxedpresent modes. This is due to the drivers implicitly using a DXGI (Direct3D) swapchain to implement these modes and it having vastly different timing properties. See https://github.com/gfx-rs/wgpu/issues/8310 and https://github.com/gfx-rs/wgpu/issues/8354 for more information. By @cwfitzgerald in #8420.
- Added mesh shader support to
-
26.0.010 Jul 2025Release notes
Open source →Major Features
New method
TextureView::textureYou can now call
texture_view.texture()to get access to the texture that a given texture view points to.By @cwfitzgerald and @Wumpf in #7907.
as_halcalls now return guards instead of using callbacks.Previously, if you wanted to get access to the wgpu-hal or underlying api types, you would call
as_haland get the hal type as a callback. Now the function returns a guard which dereferences to the hal type.- device.as_hal::<hal::api::Vulkan>(|hal_device| {...}); + let hal_device: impl Deref<Item = hal::vulkan::Device> = device.as_hal::<hal::api::Vulkan>();By @cwfitzgerald in #7863.
Enabling Vulkan Features/Extensions
For those who are doing vulkan/wgpu interop or passthrough and need to enable features/extensions that wgpu does not expose, there is a new
wgpu_hal::vulkan::Adapter::open_with_callbackthat allows the user to modify the pnext chains and extension lists populated by wgpu before we create a vulkan device. This should vastly simplify the experience, as previously you needed to create a device yourself.Underlying api interop is a quickly evolving space, so we welcome all feedback!
type VkApi = wgpu::hal::api::Vulkan; let adapter: wgpu::Adapter = ...; let mut buffer_device_address_create_info = ash::vk::PhysicalDeviceBufferDeviceAddressFeatures { .. }; let hal_device: wgpu::hal::OpenDevice<VkApi> = adapter .as_hal::<VkApi>() .unwrap() .open_with_callback( wgpu::Features::empty(), &wgpu::MemoryHints::Performance, Some(Box::new(|args| { // Add the buffer device address extension. args.extensions.push(ash::khr::buffer_device_address::NAME); // Extend the create info with the buffer device address create info. *args.create_info = args .create_info .push_next(&mut buffer_device_address_create_info); // We also have access to the queue create infos if we need them. let _ = args.queue_create_infos; })), ) .unwrap(); let (device, queue) = adapter .create_device_from_hal(hal_device, &wgpu::DeviceDescriptor { .. }) .unwrap();By @Vecvec in #7829.
naga
- Added
no_stdsupport with default features disabled. By @Bushrat011899 in #7585. - [wgsl-in,ir] Add support for parsing rust-style doc comments via
naga::front::glsl::Frontend::new_with_options. By @Vrixyz in #6364. - When emitting GLSL, Uniform and Storage Buffer memory layouts are now emitted even if no explicit binding is given. By @cloone8 in #7579.
- Diagnostic rendering methods (i.e.,
naga::{front::wgsl::ParseError,WithSpan}::emit_error_to_string_with_path) now accept more types for theirpathargument via a new sealedAsDiagnosticFilePathtrait. By @atlv24, @bushrat011899, and @ErichDonGubler in #7643. - Add support for quad operations (requires
SUBGROUPfeature to be enabled). By @dzamkov and @valaphee in #7683. - Add support for
atomicCompareExchangeWeakin HLSL and GLSL backends. By @cryvosh in #7658
General
- Add support for astc-sliced-3d feature. By @mehmetoguzderin in #7577
- Added
wgpu_hal::dx12::Adapter::as_raw(). By @tronical in ##7852 - Add support for rendering to slices of 3D texture views and single layered 2D-Array texture views (this requires
VK_KHR_maintenance1which should be widely available on newer drivers). By @teoxoy in #7596 - Add extra acceleration structure vertex formats. By @Vecvec in #7580.
- Add acceleration structure limits. By @Vecvec in #7845.
- Add support for clip-distances feature for Vulkan and GL backends. By @dzamkov in #7730
- Added
wgpu_types::error::{ErrorType, WebGpuError}for classification of errors according to WebGPU'sGPUError's classification scheme, and implementWebGpuErrorfor existing errors. This allows users ofwgpu-coreto offload error classification onto the wgpu ecosystem, rather than having to do it themselves without sufficient information. By @ErichDonGubler in #6547.
Bug Fixes
General
- Fix error message for sampler array limit. By @LPGhatguy in #7704.
- Fix bug where using
BufferSlice::get_mapped_range_as_array_buffer()on a buffer would prevent you from ever unmapping it. Note that this API has changed and is nowBufferView::as_uint8array().
naga
- naga now infers the correct binding layout when a resource appears only in an assignment to
_. By @andyleiserson in #7540. - Implement
dot4U8Packedanddot4I8Packedfor all backends, using specialized intrinsics on SPIR-V, HLSL, and Metal if available, and polyfills everywhere else. By @robamler in #7494, #7574, and #7653. - Add polyfilled
pack4x{I,U}8Clampedbuilt-ins to all backends and WGSL frontend. By @ErichDonGubler in #7546. - Allow textureLoad's sample index arg to be unsigned. By @jimblandy in #7625.
- Properly convert arguments to atomic operations. By @jimblandy in #7573.
- Apply necessary automatic conversions to the
valueargument oftextureStore. By @jimblandy in #7567. - Properly apply WGSL's automatic conversions to the arguments to texture sampling functions. By @jimblandy in #7548.
- Properly evaluate
abs(most negative abstract int). By @jimblandy in #7507. - Generate vectorized code for
[un]pack4x{I,U}8[Clamp]on SPIR-V and MSL 2.1+. By @robamler in #7664. - Fix typing for
select, which had issues particularly with a lack of automatic type conversion. By @ErichDonGubler in #7572. - Allow scalars as the first argument of the
distancebuilt-in function. By @bernhl in #7530. - Don't panic when handling
f16for pipeline constants, i.e.,overrides in WGSL. By @ErichDonGubler in #7801. - Prevent aliased ray queries crashing naga when writing SPIR-V out. By @Vecvec in #7759.
DX12
- Get
vertex_index&instance_indexbuiltins working for indirect draws. By @teoxoy in #7535
Vulkan
- Fix OpenBSD compilation of
wgpu_hal::vulkan::drm. By @ErichDonGubler in #7810. - Fix warnings for unrecognized present mode. By @Wumpf in #7850.
Metal
- Remove extraneous main thread warning in
fn surface_capabilities(). By @jamesordner in #7692
WebGPU
- Fix setting unclipped_depth. By @atlv24 in #7841
- Implement
on_submitted_work_donefor WebGPU backend. By @drewcrawford in #7864
Changes
- Loosen Viewport validation requirements to match the new specs. By @ebbdrop in #7564
wgpuanddeno_webgpunow usewgpu-types::error::WebGpuErrorto classify errors. Any changes here are likely to be regressions; please report them if you find them! By @ErichDonGubler in #6547.
General
- Support BLAS compaction in wgpu. By @Vecvec in #7285.
- Removed
MaintainBasein favor of usingPollType. By @waywardmonkeys in #7508. - The
destroyfunctions for buffers and textures in wgpu-core are now infallible. Previously, they returned an error if called multiple times for the same object. This only affects the wgpu-core API; the wgpu API already allowed multipledestroycalls. By @andyleiserson in #7686 and #7720. - Remove
CommandEncoder::build_acceleration_structures_unsafe_tlasin favour ofas_haland apply simplifications allowed by this. By @Vecvec in #7513 - The type of the
sizeparameter tocopy_buffer_to_bufferhas changed fromBufferAddresstoimpl Into<Option<BufferAddress>>. This achieves the spec-defined behavior of the value being optional, while still accepting existing calls without changes. By @andyleiserson in #7659. - To bring wgpu's error reporting into compliance with the WebGPU specification, the error type returned from some functions has changed, and some errors may be raised at a different time than they were previously.
- The error type returned by many methods on
CommandEncoder,RenderPassEncoder,ComputePassEncoder, andRenderBundleEncoderhas changed toEncoderStateErrororPassStateError. These functions will return theEndedvariant of these errors if called on an encoder that is no longer active. Reporting of all other errors is deferred until a call tofinish(). - Variants holding a
CommandEncoderErrorin the error enumsClearError,ComputePassErrorInner,QueryError, andRenderPassErrorInnerhave been replaced with variants holding anEncoderStateError. - The definition of
enum CommandEncoderErrorhas changed significantly, to reflect which errors can be raised byCommandEncoder.finish(). There are also some errors that no longer appear directly inCommandEncoderError, and instead appear nested within theRenderPassorComputePassvariants. CopyErrorhas been removed. Errors that were previously aCopyErrorare now aCommandEncoderErrorreturned byfinish(). (The detailed reasons for copies to fail were and still are described byTransferError, which was previously a variant ofCopyError, and is now a variant ofCommandEncoderError).
- The error type returned by many methods on
naga
- Mark
readonly_and_readwrite_storage_textures&packed_4x8_integer_dot_productlanguage extensions as implemented. By @teoxoy in #7543 naga::back::hlsl::Writer::newhas a newpipeline_optionsargument.hlsl::PipelineOptions::default()can be passed as a default. Theshader_stageandentry_pointmembers ofpipeline_optionscan be used to write only a single entry point when using the HLSL and MSL backends (GLSL and SPIR-V already had this functionality). The Metal and DX12 HALs now write only a single entry point when loading shaders. By @andyleiserson in #7626.- Implemented
early_depth_testfor SPIR-V backend, enablingSHADER_EARLY_DEPTH_TESTfor Vulkan. Additionally, fixed conservative depth optimizations when usingearly_depth_test. The syntax for forcing early depth tests is now@early_depth_test(force)instead of@early_depth_test. By @dzamkov in #7676. ImplementedLanguageExtension::VARIANTSis now implemented manually rather than derived usingstrum(allowingstrumto become a dev-only dependency) so it is no longer a member of thestrum::VARIANTStrait. Unless you are using this trait as a bound this should have no effect.- Compaction changes, by @andyleiserson in #7703:
process_overridesnow compacts the module to remove unused items. It is no longer necessary to supply values for overrides that are not used by the active entry point.- The
compactCargo feature has been removed. It is no longer possible to exclude compaction support from the build. compactnow has an additional argument that specifies whether to remove unused functions, globals, and named types and overrides. For the previous behavior, passKeepUnused::Yes.
D3D12
- Remove the need for dxil.dll. By @teoxoy in #7566
- Ability to get the raw
IDXGIFactory4fromInstance. By @MendyBerger in #7827
Vulkan
- Use highest SPIR-V version supported by Vulkan API version. By @robamler in #7595
HAL
- Added initial
no_stdsupport towgpu-hal. By @bushrat011899 in #7599
Documentation
General
- Remove outdated information about
Adapter::request_device. By @tesselode in #7768
- Added
-
25.0.010 Apr 2025Release notes
Open source →Major Features
Hashmaps Removed from APIs
Both
PipelineCompilationOptions::constantsandShaderSource::Glsl::definesnow take slices of key-value pairs instead ofhashmaps. This is to prepare forno_stdsupport and allow us to keep whichhashmaphasher and such as implementation details. It also allows more easily creating these structures inline.By @cwfitzgerald in #7133
All Backends Now Have Features
Previously, the
vulkanandglesbackends were non-optional on windows, linux, and android and there was no way to disable them. We have now figured out how to properly make them disablable! Additionally, if you turn on thewebglfeature, you will only get the GLES backend on WebAssembly, it won't leak into native builds, like previously it might have.[!WARNING] If you use wgpu with
default-features = falseand you want to retain thevulkanandglesbackends, you will need to add them to your feature list.-wgpu = { version = "24", default-features = false, features = ["metal", "wgsl", "webgl"] } +wgpu = { version = "25", default-features = false, features = ["metal", "wgsl", "webgl", "vulkan", "gles"] }By @cwfitzgerald in #7076.
device.pollApi ReworkedThis release reworked the poll api significantly to allow polling to return errors when polling hits internal timeout limits.
Maintainwas renamedPollType. Additionally,pollnow returns a result containing information about what happened during the poll.-pub fn wgpu::Device::poll(&self, maintain: wgpu::Maintain) -> wgpu::MaintainResult +pub fn wgpu::Device::poll(&self, poll_type: wgpu::PollType) -> Result<wgpu::PollStatus, wgpu::PollError> -device.poll(wgpu::Maintain::Poll); +device.poll(wgpu::PollType::Poll).unwrap();pub enum PollType<T> { /// On wgpu-core based backends, block until the given submission has /// completed execution, and any callbacks have been invoked. /// /// On WebGPU, this has no effect. Callbacks are invoked from the /// window event loop. WaitForSubmissionIndex(T), /// Same as WaitForSubmissionIndex but waits for the most recent submission. Wait, /// Check the device for a single time without blocking. Poll, } pub enum PollStatus { /// There are no active submissions in flight as of the beginning of the poll call. /// Other submissions may have been queued on other threads during the call. /// /// This implies that the given Wait was satisfied before the timeout. QueueEmpty, /// The requested Wait was satisfied before the timeout. WaitSucceeded, /// This was a poll. Poll, } pub enum PollError { /// The requested Wait timed out before the submission was completed. Timeout, }[!WARNING] As part of this change, WebGL's default behavior has changed. Previously
device.poll(Wait)appeared as though it functioned correctly. This was a quirk caused by the bug that these PRs fixed. Now it will always returnTimeoutif the submission has not already completed. As many people rely on this behavior on WebGL, there is a new options inBackendOptions. If you want the old behavior, set the following on instance creation:instance_desc.backend_options.gl.fence_behavior = wgpu::GlFenceBehavior::AutoFinish;You will lose the ability to know exactly when a submission has completed, but
device.poll(Wait)will behave the same as it does on native.By @cwfitzgerald in #6942 and #7030.
wgpu::Device::start_capturerenamed, documented, and made unsafe- device.start_capture(); + unsafe { device.start_graphics_debugger_capture() } // Your code here - device.stop_capture(); + unsafe { device.stop_graphics_debugger_capture() }There is now documentation to describe how this maps to the various debuggers' apis.
By @cwfitzgerald in #7470
Ensure loops generated by SPIR-V and HLSL naga backends are bounded
Make sure that all loops in shaders generated by these naga backends are bounded to avoid undefined behaviour due to infinite loops. Note that this may have a performance cost. As with the existing implementation for the MSL backend this can be disabled by using
Device::create_shader_module_trusted().By @jamienicol in #6929 and #7080.
Split up
FeaturesinternallyInternally split up the
Featuresstruct and recombine them internally using a macro. There should be no breaking changes from this. This means there are also namespaces (as well as the oldFeatures::*) for all wgpu specific features and webgpu feature (FeaturesWGPUandFeaturesWebGPUrespectively) andFeatures::from_internal_flagswhich allow you to be explicit about whether features you need are available on the web too.WebGPU compliant dual source blending feature
Previously, dual source blending was implemented with a
wgpunative only feature flag and used a custom syntax in wgpu. By now, dual source blending was added to the WebGPU spec as an extension. We're now following suite and implement the official syntax.Existing shaders using dual source blending need to be updated:
struct FragmentOutput{ - @location(0) source0: vec4<f32>, - @location(0) @second_blend_source source1: vec4<f32>, + @location(0) @blend_src(0) source0: vec4<f32>, + @location(0) @blend_src(1) source1: vec4<f32>, }With that
wgpu::Features::DUAL_SOURCE_BLENDINGis now available on WebGPU.Furthermore, GLSL shaders now support dual source blending as well via the
indexlayout qualifier:layout(location = 0, index = 0) out vec4 output0; layout(location = 0, index = 1) out vec4 output1;By @wumpf in #7144
Unify interface for SpirV shader passthrough
Replace device
create_shader_module_spirvfunction with a genericcreate_shader_module_passthroughfunction taking aShaderModuleDescriptorPassthroughenum as parameter.Update your calls to
create_shader_module_spirvand usecreate_shader_module_passthroughinstead:- device.create_shader_module_spirv( - wgpu::ShaderModuleDescriptorSpirV { - label: Some(&name), - source: Cow::Borrowed(&source), - } - ) + device.create_shader_module_passthrough( + wgpu::ShaderModuleDescriptorPassthrough::SpirV( + wgpu::ShaderModuleDescriptorSpirV { + label: Some(&name), + source: Cow::Borrowed(&source), + }, + ), + )By @syl20bnr in #7326.
Noop Backend
It is now possible to create a dummy
wgpudevice even when no GPU is available. This may be useful for testing of code which manages graphics resources. Currently, it supports reading and writing buffers, and other resource types can be created but do nothing.To use it, enable the
noopfeature ofwgpu, and either callDevice::noop(), or addNoopBackendOptions { enable: true }to the backend options of yourInstance(this is an additional safeguard beyond theBackendsbits).By @kpreid in #7063 and #7342.
SHADER_F16feature is now available with naga shadersPreviously this feature only allowed you to use
f16on SPIR-V passthrough shaders. Now you can use it on all shaders, including WGSL, SPIR-V, and GLSL!enable f16; fn hello_world(a: f16) -> f16 { return a + 1.0h; }By @FL33TW00D, @ErichDonGubler, and @cwfitzgerald in #5701
Bindless support improved and validation rules changed.
Metal support for bindless has significantly improved and the limits for binding arrays have been increased.
Previously, all resources inside binding arrays contributed towards the standard limit of their type (
texture_2darrays for example would contribute tomax_sampled_textures_per_shader_stage). Now these resources will only contribute towards binding-array specific limits:max_binding_array_elements_per_shader_stagefor all non-sampler resourcesmax_binding_array_sampler_elements_per_shader_stagefor sampler resources.
This change has allowed the metal binding array limits to go from between 32 and 128 resources, all the way 500,000 sampled textures. Additionally binding arrays are now bound more efficiently on Metal.
This change also enabled legacy Intel GPUs to support 1M bindless resources, instead of the previous 1800.
To facilitate this change, there was an additional validation rule put in place: if there is a binding array in a bind group, you may not use dynamic offset buffers or uniform buffers in that bind group. This requirement comes from vulkan rules on
UpdateAfterBinddescriptors. By @cwfitzgerald in #6811, #6815, and #6952.New Features
General
- Add
Buffermethods corresponding toBufferSlicemethods, so you can skip creating aBufferSlicewhen it offers no benefit, andBufferSlice::slice()for sub-slicing a slice. By @kpreid in #7123. - Add
BufferSlice::buffer(),BufferSlice::offset()andBufferSlice::size(). By @kpreid in #7148. - Add
impl From<BufferSlice> for BufferBindingandimpl From<BufferSlice> for BindingResource, allowingBufferSlices to be easily used in creating bind groups. By @kpreid in #7148. - Add
util::StagingBelt::allocate()so the staging belt can be used to write textures. By @kpreid in #6900. - Added
CommandEncoder::transition_resources()for native API interop, and allowing users to slightly optimize barriers. By @JMS55 in #6678. - Add
wgpu_hal::vulkan::Adapter::texture_format_as_rawfor native API interop. By @JMS55 in #7228. - Support getting vertices of the hit triangle when raytracing. By @Vecvec in #7183.
- Add
as_halfor both acceleration structures. By @Vecvec in #7303. - Add Metal compute shader passthrough. Use
create_shader_module_passthroughon device. By @syl20bnr in #7326. - new
Features::MSL_SHADER_PASSTHROUGHrun-time feature allows providing pass-through MSL Metal shaders. By @syl20bnr in #7326. - Added mesh shader support to
wgpu_hal. By @SupaMaggie70Incorporated in #7089
naga
- Add support for unsigned types when calling textureLoad with the level parameter. By @ygdrasil-io in #7058.
- Support @must_use attribute on function declarations. By @turbocrime in #6801.
- Support for generating the candidate intersections from AABB geometry, and confirming the hits. By @kvark in #7047.
- Make naga::back::spv::Function::to_words write the OpFunctionEnd instruction in itself, instead of making another call after it. By @junjunjd in #7156.
- Add support for texture memory barriers. By @Devon7925 in #7173.
- Add polyfills for
unpackSnorm4x8,unpackUnorm4x8,unpackSnorm2x16,unpackUnorm2x16for GLSL versions they aren't supported in. By @DJMcNab in #7408.
Examples
- Added an example that shows how to handle datasets too large to fit in a single
GPUBufferby distributing it across many buffers, and then having the shader receive them as abinding_arrayof storage buffers. By @alphastrata in #6138
Changes
General
wgpu::Instance::request_adapter()now returnsResultinstead ofOption; the error provides information about why no suitable adapter was returned. By @kpreid in #7330.- Support BLAS compaction in wgpu-hal. By @Vecvec in #7101.
- Avoid using default features in many dependencies, etc. By Brody in #7031
- Use
hashbrownto simplify no-std support. By Brody in #6938 & #6925. - If you use Binding Arrays in a bind group, you may not use Dynamic Offset Buffers or Uniform Buffers in that bind group. By @cwfitzgerald in #6811
- Rename
instance_idandinstance_custom_indextoinstance_indexandinstance_custom_databy @Vecvec in #6780
naga
- naga IR types are now available in the module
naga::ir(e.g.naga::ir::Module). The original names (e.g.naga::Module) remain present for compatibility. By @kpreid in #7365. - Refactored
usestatements to simplify futureno_stdsupport. By @bushrat011899 in #7256 - naga's WGSL frontend no longer allows using the
&operator to take the address of a component of a vector, which is not permitted by the WGSL specification. By @andyleiserson in #7284 - naga's use of
termcolorandstderrare now optional behind features of the same names. By @bushrat011899 in #7482
Vulkan
HAL queue callback support
- Add a way to notify with
Queue::submit()to Vulkan'svk::Semaphoreallocated outside of wgpu. By @sotaroikeda in #6813.
Bug Fixes
naga
- Fix some instances of functions which have a return type but don't return a value being incorrectly validated. By @jamienicol in #7013.
- Allow abstract expressions to be used in WGSL function return statements. By @jamienicol in #7035.
- Error if structs have two fields with the same name. By @SparkyPotato in #7088.
- Forward '--keep-coordinate-space' flag to GLSL backend in naga-cli. By @cloone8 in #7206.
- Allow template lists to have a trailing comma. By @KentSlaney in #7142.
- Allow WGSL const declarations to have abstract types. By @jamienicol in #7055 and #7222.
- Allows override-sized arrays to resolve to the same size without causing the type arena to panic. By @KentSlaney in #7082.
- Allow abstract types to be used for WGSL switch statement selector and case selector expressions. By @jamienicol in #7250.
- Apply automatic conversions to
letdeclarations, and acceptvecN()as a constructor for vectors (in any context). By @andyleiserson in #7367. - The
&&and||operators are no longer allowed on vectors. By @andyleiserson in #7368. - Prevent ray intersection function overwriting each other. By @Vecvec in #7497.
- Require that the level operand of an ImageQuery::Size expression is i32 or u32, per spec. By @jimblandy in #7426.
- Implement constant evaluation for the cross builtin. By @jimblandy in #7404.
- Properly handle automatic type conversions in calls to
MathFunctionbuiltins. By @jimblandy in #6833.
General
- Fix some validation errors when building acceleration structures. By @Vecvec in #7486.
- Avoid overflow in query set bounds check validation. By @ErichDonGubler in #6933.
- Add Flush to GL Queue::submit. By @cwfitzgerald in #6941.
- Reduce downlevel
max_color_attachmentslimit from 8 to 4 for better GLES compatibility. By @adrian17 in #6994. - Fix building a BLAS with a transform buffer by adding a flag to indicate usage of the transform buffer. By @Vecvec in #7062.
- Move incrementation of
Device::last_acceleration_structure_build_command_indexinto queue submit. By @Vecvec in #7462. - Implement indirect draw validation. By @teoxoy in #7140
Vulkan
- Stop naga causing undefined behavior when a ray query misses. By @Vecvec in #6752.
- In naga's SPIR-V backend, avoid duplicating SPIR-V OpTypePointer instructions. By @jimblandy in #7246.
Gles
- Support OpenHarmony render with
gles. By @richerfu in #7085
Dx12
- Fix HLSL storage format generation. By @Vecvec in #6993 and #7104
- Fix 3D storage texture bindings. By @SparkyPotato in #7071
- Fix DX12 composite alpha modes. By @amrbashir in #7117
- Bound check dynamic buffers. By @teoxoy in #6931
- Fix size of buffer. By @teoxoy in #7310
WebGPU
- Improve efficiency of dropping read-only buffer mappings. By @kpreid in #7007.
Performance
naga
- Replace
unicode-xidwithunicode-ident. By @CrazyboyQCD in #7135
Documentation
-
Improved documentation around pipeline caches and
TextureBlitter. By @DJMcNab in #6978 and #7003. -
Improved documentation of
PresentMode, buffer mapping functions, memory alignment requirements, texture formats’ automatic conversions, and various types and constants. By @kpreid in #7211 and #7283. -
Added a hello window example. By @laycookie in #6992.
Examples
- Call
pre_present_notify()before presenting. By @kjarosh in #7074.